Athletic feats requiring skill, strength,
or agility are a very interesting and amusing
feature for gymnasiums and many other conditions,
and contain possibilities for some excellent and vigorous
physical development. As some of these may be
used for forfeits (although some kinds of forfeits
cannot take the place of athletic feats), these
two classes of amusements are included here in
one chapter. The searcher for forfeits will do
well, however, to look through the section on
feats.
I. CONTESTS FOR TWO: WRESTLING MATCHES AND TUGS OF WAR
The following group of wrestling matches
and races make a very interesting and vigorous form
of game with which to close a lesson in formal gymnastics.
For instance, if pupils are in a formation that admits
of immediately turning toward partners without change
of formation, this may be done and any of these games
then used without further rearrangement of a class.
When used in this way the wrestling matches are generally
determined by the winning of the best two out of three
trials.
These wrestling matches and races
may of course be used also for forfeits.
BALANCE WRESTLE. ;Two contestants
stand each in a forward stride position, the right
foot being lengthwise on a line (the same line for
both contestants) and the left foot back of it, turned
at right angles to the right foot with the heel touching
the same line. The toes of the right feet should
touch. In this position players grasp right hands.
The objects of the game are to make the opponent (1)
move one or both feet, or (2) touch the floor with
any part of the body. A point is scored for the
opponent whenever a player fails in one of these ways.
After a trial has been made with the right hand and
foot, the wrestle should be repeated with the left
hand and foot extended, and so on alternately.
BOUNDARY TUG. ;Two lines
are drawn on the floor, five feet apart. Within
this space two contestants face each other, the right
toes touching and each stepping backward in a strong
stride position with the left foot. Both players
grasp a cane or wand, and each tries to pull the other
across one of the boundary lines.
HARLEQUIN WRESTLE. ;This
is a one-sided wrestle between two persons. Each
stands on one leg; they then grasp right hands and
each tries to make the other lower his upraised foot
to the ground, or touch the floor with his free hand.
The opponent may not be touched with the free hand.
INDIAN WRESTLE. ;Two players
lie on their backs side by side, with adjacent arms
locked. The feet should be in opposite directions.
At a signal the adjacent legs are brought to an upright
position and interlocked at the knees. The wrestle
consists in trying to force the opponent to roll over
from his position.
INTERFERING. ;This is one
of the hopping relays, but the shoulders may not be
used in it. Two contestants fold arms, and each,
while hopping on one foot, tries to make his opponent
put the other foot to the floor. As neither arms
nor shoulders may be used, this is done entirely by
a side movement of the free leg.
KNEE AND TOE WRESTLE. ;Two
players sit on a mat, facing each other. The
knees should be drawn up closely and the players should
be near enough together to have the toes of each touch
those of the opponent. Each player passes a stick
under his knees, and then passes his arms under it
and clasps his hands in front of his own knees.
The wrestling begins at a signal and consists in each
player trying to get his toes under those of his opponent
and throw him backward.
LUNGE AND HOP FIGHT. ;A
circle six feet in diameter is drawn on the ground.
One player takes a lunge position forward, so that
his forward foot rests two feet within the circle.
The second player stands in the circle on one foot
with arms folded across the chest. The hopper
tries to make the lunger move one of his feet.
The lunger in turn tries to make the hopper put down
his second foot or unfold arms. Either player
is defeated also if he moves out of the circle.
The lunger may use his hands and arms.
PUSH AND PULL. ;Two lines
are drawn on the floor at an interval of five feet.
Within these lines two players take their places with
two stout sticks, canes, or wands between them, each
player grasping one end of each cane. The object
of the feat is to push the opponent across the boundary
line behind him, or to pull him over the nearer boundary
line.
The relative positions of the opponents
may be reversed and the same struggle gone through
back to back, still holding the canes.
This differs from Boundary
Tug in the way the wands are held
and the fact of there
being two wands.
ROOSTER FIGHT. ;This is
an old Greek amusement. A ring six feet in diameter
is drawn on the ground. Two players are placed
in this, who stoop and grasp each his own ankles.
In this position they try to displace each other by
shouldering. The player loses who is overthrown
or who loosens his grasp on his ankles.
SHOULDER SHOVE. ;For this,
the players are divided into groups of five; each
group marks on the ground a circle about eight feet
in diameter. All five players stand within the
circle. Four of them must fold their arms across
the chest and hop on one foot. The object of
the game is for these four players to push the fifth
one, who is It, out of the circle with their shoulders.
They may not use their hands. The fifth one may
stand on both feet and use his arms. Should one
of the hoppers place both feet on the ground or unfold
his arms, he must leave the circle. The player
who is It may avoid the hoppers by running and dodging.
Should he be pushed out of the circle, the four hoppers
are considered to have won the game.
WAND AND TOE WRESTLE. ;Two
players sit on the floor with knees bent and toes
touching those of the opponent. One wand is held
between them, which both grasp so that the hands are
placed alternately; there should be a short space
in the center between the hands. The object of
the tug is to pull the opponent up and over the dividing
line. This is an excellent form of wand wrestle
and will hold the interest of a class for months,
especially if a continuous score be kept for the same
contestants.
WAND TWIST. ;Two players
stand and grasp at or near shoulder height a wand
or cane held in a horizontal position. The object
of one player is to raise or twist the wand out of
the horizontal position, and of the other player to
prevent this. The one who is trying to hold the
wand in the horizontal position should have his hands
next to each other in the center of the wand.
The one who tries to twist the wand should place his
hands outside of and touching those of the player who
is resisting.
WAND WRESTLE. ;One player
holds a wand or cane at full arm’s length above
his head, the hands being at about shoulder width distant
on the wand, which should be held horizontally.
The other player tries to pull the wand down to shoulder
height. He may pull it forward at the same time,
as it may be almost impossible in some cases to lower
it without this forward movement.
II. RACES
ESKIMO RACE ON ALL FOURS. ;The
performers stand with hands and feet on the floor,
the knees stiff, the hands clinched and resting on
the knuckles. The elbows should be stiff.
In this position a race is run, or rather “hitched,”
over a course that will not easily be too short for
the performers.
This is a game of the
Eskimos, reported by Lieutenant Schwatka.
ESKIMO JUMPING RACE. ;Fold
the arms across the breast with the knees rigid and
the feet close together. Jump forward in short
jumps of an inch or two.
This is the regular
form of one of the games of the Eskimos,
reported by Lieutenant
Schwatka.
III. MISCELLANEOUS FEATS
ANKLE THROW. ;This feat
consists in tossing some object over the head from
behind with the feet. A bean bag, book, or basket
ball, is held firmly between the ankles. With
a sudden jump, the feet are kicked backward so as
to jerk the object into an upward throw, which should
end in its curving forward over the head. It should
be caught as it comes down.
ARM’S LENGTH TAG. ;Two
players stand each with an arm extended at full length
at shoulder level, and try to touch each other without
being touched in return. This will require some
rapid twisting, dodging, and bending. A touch
on the extended hand does not count.
BACKSLIDING. ;The hands
are placed palm to palm behind the back with the fingers
pointing downward and thumbs next to the back.
Keeping the tips of the fingers close to the back
and the palms still together, the hands are turned
inward and upward until the tips of the fingers are
between the shoulders, pointing upward toward the head,
and the thumbs outside.
CATCH PENNY. ;One elbow
is raised level with the shoulder, the arm being bent
to bring the hand toward the chest. Three or four
pennies are placed in a pile on the bent elbow.
Suddenly the elbow is dropped and the same hand moved
downward quickly in an effort to catch the pennies
before they fall to the ground.
CHINESE GET-UP. ;Two persons
sit on the floor back to back with arms locked, and
retaining such relative positions they try to stand
upright.
COIN AND CARD SNAP. ;Balance
a visiting card on the tip of the middle or forefinger.
On top of the card place a dime or nickle; this should
be exactly over the tip of the finger and in the middle
of the card. Snap the edge of the card with a
finger of the other hand, so that the card will be
shot from under the coin and leave the coin balanced
on the finger.
DOG COLLAR. ;Two players
on hands and knees on a mat, rug, or cushion, face
each other with about three feet distance between them.
A knotted towel or a strap, or anything that will
not chafe or cut the flesh, is thrown over both heads
like a collar, being long enough to encircle the two.
The head should be held well upward to prevent this
from slipping off. At a signal, the players pull
against each other, each trying to pull the opponent
from the mat or to pull the collar from around his
neck.
DOG JUMP. ;The performer
holds a stick horizontally between the forefingers
of his hands, pressing with the fingers to keep it
from falling. Keeping the stick in this position,
he should jump over it forward and then backward.
The same feat may be performed by pressing together
the middle fingers of the two hands without a stick
and jumping over them forward and backward, as a dog
jumps through curved arms.
DOT AND CARRY TWO. ;This
is a spectacular feat of strength for three performers,
A, B, and C. They stand in line, side by side, A standing
in the center with B on his right and C on his left.
He stoops down and passes his right hand behind the
left thigh of B, and clasps B’s right hand.
He then passes his left hand behind C’s right
thigh, and takes hold of C’s left hand.
B and C pass each one arm around A’s neck, and
A, by raising himself gradually to a standing position,
will find that he is able to lift the other two from
the ground.
HAND STAND SALUTE. ;A player
is required to stand on his hands with legs stretched
at full length in the air, and then wriggle the feet
at the ankles.
HEEL AND TOE SPRING. ;A
line is drawn on the floor. The performer places
his heels against this line, bends down, grasps the
toes with the fingers underneath the feet and pointing
backward toward the heels. He then leans forward
slightly to get an impetus, and jumps backward over
the line.
This same feat may be reversed.
Standing in the same position, the performer toes
a line and jumps over it forward.
JUG HANDLE. ;The performer
places his hands across the chest, with the tips of
the middle fingers touching and the elbows extending
on each side like a jug handle. Another player
tries to pull the arms apart, either by working at
them separately or together. Jerking is not permissible;
the pull must be steady.
Until one has tried this, it is surprising
to find that even a strong person cannot overcome
a weaker one in this position.
LAST AND FIRST. ;Place one
foot immediately behind the other. On the rear
foot place a small object, such as a light book, a
slipper, or a small stick. With a sudden movement
lift the forward foot, at the same instant hopping
on the rear foot with a kicking movement forward, so
as to throw the object forward beyond a given mark.
LATH AND PLASTER. ;Rub the
top of the head with one hand, and simultaneously
pat the chest with the other hand. Reverse the
movement, patting the head and rubbing the chest.
Do each of these things with the hands changed, the
hand that was on the chest being placed on the head,
and vice versa.
PICK ME UP. ;The performer
is required to stand against the wall, drop a handkerchief
at his feet, and without bending the knees stoop and
pick up the handkerchief.
PICK UP AND PUSH UP. ;A
line is drawn about two feet from a wall, which is
toed by the performer, facing the wall. Between
the line and the wall is placed a stool directly in
front of the performer. The player leans forward,
puts the top of his head against the wall, picks up
the stool with his hands, and pushes himself backward
to an upright position, getting an impetus from the
head only, and lifting the stool as he does so.
PINCUSHION. ;On a chair
having a cane or rush or wooden bottom a pin is stuck
on the edge of the seat, or just under the edge, well
around on one side toward the back. The performer
starts sitting in the chair, and without leaving it,
or touching his hands or feet to the floor, must reach
around so as to remove the pin with his teeth.
PRAY DO. ;A line is marked
on the floor. The performer stands with his toes
on the line, and without using his hands or moving
his feet, kneels down and gets up again.
RABBIT HOP. ;This should
be done on a soft mat or cushion. The performer
kneels; then sits back on the heels and grasps the
insteps with his hands. From this position he
leans suddenly forward, and while doing so pulls the
feet up from the floor. In the instant that his
weight is released, he hitches forward on the knees,
the two knees moving forward alternately.
ROTARY. ;Raise both arms
above the head. Move both with a rotary motion
in opposite directions, describing a circle in the
air, with the right hand moving forward and with the
left moving backward simultaneously.
Extend both arms in slanting position
downward from the shoulders, elbows straight.
Describe circles in the air with both arms, the hands
at about the level of the hips, the right turning forward
and the left backward.
“RUBBER NECK.” ;In
this feat a kneeling performer is required to pick
a card up from the floor with his teeth, both hands
being behind his back. The card is placed in
front of him at the length of his forearm and hand
from one knee. This distance is measured by placing
the elbow against the knee and stretching the forearm
and the hand at full length on the floor; the point
which the middle finger reaches is the point at which
the card must be placed. The card has the ends
folded down so as to rest like a small table on the
floor. The nearer edge of it must rest on the
line determined as above specified.
SCALES. ;Hold a weight out
at arm’s length for a given time.
SIAMESE TWINS. ;Two players
(two boys or two girls), of about the same height
and weight, stand back to back and lock arms.
The object is to walk in one direction, using first
the legs of one player and then those of the other.
This may be done by one player moving his feet forward
slightly. This is accomplished by both bending
the knees, and the player on the side toward which
progress is to be made sliding his feet forward.
Bracing his feet in the new position, he straightens
his entire body upright, drawing the rear player after
him until both are in the same relative position as
at the start. This constitutes one step, and
is repeated over as long a distance as may be specified
or desired.
SKIN THE SNAKE. ;This is
a feat for several performers ;from five
to fifty or more, and is suitable for the gymnasium.
The players stand in a line, one behind another, with
a short distance between. Each player bends forward
and stretches one hand backward between his legs, while
with the other hand he grasps that of the player in
front, who has assumed the same position. When
all are in position, the line begins backing, the
player at the rear end of the line lying down on his
back, and the next player walking backward astride
over him until he can go no farther, when he also
lies down with the first player’s head between
his legs. This backing and lying-down movement
continues until all the players are lying in a straight
line on the floor. Then the last one to lie down
gets up and walks astride the line toward the front,
raising the man next behind him to his feet, and so
on until all again are standing in the original position.
The grasp of hands is retained throughout.
It hardly need be said
that this game is of Chinese origin. It
makes a very funny spectacle,
especially if done rapidly.
STOOPING PUSH. ;Draw a line
on the floor. Toe it with the feet spread wide
apart. Reach around outside of the legs and grasp
a light dumb-bell or other object of similar weight
with both hands; throw or slide it forward on the
floor from between the feet, the hands being kept
together throughout. The object is to see how
far the dumb-bell may be thrown without the player
losing his balance.
TANTALUS. ;The left foot
and leg and left cheek are placed close against the
wall. The right foot is then slightly lifted in
an effort to touch the left knee. Having reached
it, the position should be steadily maintained for
a few moments.
THUMB SPRING. ;This is similar
to the Wall Spring, but differs both in method of
execution and in general difficulty. The performer
places the inner side of the thumbs against a wall,
or the edge of a table or window sill may be used.
No other part of the hands should touch this surface.
The feet should then be moved as far backward as possible.
The body will then be leaning forward; and from this
position, without any movement of the feet, a sudden
push should be made from the thumbs, the object being
to recover the upright position. It is well to
begin with a slight distance and work up to a greater
one.
WALL PIVOT. ;One foot is
placed against a wall at about the height of the knee.
The other foot is thrown over it, the body making a
complete turn in the air, so that the free foot may
touch the ground in time to sustain the weight before
a tumble. Thus, if the right foot be placed against
the wall, the left leg will be thrown over it and the
body turned over toward the right, the left foot being
replaced on the floor to receive the weight.
This is usually easier if done with a short run, and
is best practiced on a thick gymnasium mattress.
WALL SPRING. ;The performer
should stand facing a wall and a short distance from
it. Keeping his feet in one spot, he should lean
forward and place the palms of his hands flat against
the wall; from this position he should then make a
sudden push and spring backward to an upright position.
With some practice, this may be done with a very considerable
distance between the feet and the wall.
WOODEN SOLDIER. ;The arms
are folded across the chest. In this position
the performer is required to lie down on the back and
rise again to an upright standing position, without
assistance from either hands or elbows.
WRIGGLE WALK. ;The performer
stands with heels together and toes pointed outward.
Simultaneously he raises the right toes and the left
heel, and turns them toward the same direction, the
right toes inward and the left heel outward, pivoting
on the opposite toe and heel. This is then reversed,
so as to continue progress in the same direction.
Resting on the toes and heel just moved, he lifts the
opposite ones; that is, the left toes moving outward,
the right heel moving inward, and so progresses for
a specified distance.
IV. FORFEITS
Many of the things described
in the previous section of this
chapter may be used
as forfeits.
Forfeits are used in many games as
a penalty for failure, and may be an occasion
for much merriment. The usual method of collecting
and disposing of the forfeits is for each player when
he fails, to deposit with some one person designated
for the purpose some article which shall serve
to identify him when the penalties are assigned.
This may be a ring, some small article from the
pocket, a bonbon, a pebble, or flower, a bit of
ribbon, or other ornament of dress.
When the game is over, the forfeits
are redeemed. For this purpose one player
is chosen as the judge, who is seated. Behind
him stands a player who takes one article at a time
from the pile of collected forfeits, holds it
over the head of the judge so that he may not
see it, and says, “Heavy, heavy hangs over
thy head.”
The judge then asks,
“Fine or superfine?” (meaning, boy or
girl?)
The holder answers,
“Fine,” if a boy, and “Superfine,”
if a
girl, and adds, “What
must the owner do to redeem it?”
The judge then pronounces
sentence. Part of the sport of this
imposing of penalties
for forfeits is the ignorance of the
judge as to who is the
owner of the forfeit.
The following penalties
are appropriate for the paying of
forfeits, and many of
the feats previously described are also
suitable.
The practice of forfeits is prehistoric,
and is thought to have originated in the custom
of paying ransom for immunity from punishment
for crimes. As used in games of later years, the
main object has been to make the offender ridiculous.
AFFIRMATIVE, THE. ;A player
is required to ask a question that cannot be answered
in the negative. The question is, “What
does y-e-s spell?”
BLARNEY STONE. ;The player
is required to pay a compliment to each person in
the room in turn.
BLIND WALTZ. ;Two players
are blindfolded and told to waltz together.
CHEW THE STRING. ;Two bonbons
are wrapped in paper and tied each to a piece of string
six yards in length. These are placed on the floor
at a distance from each other, the free end of each
string being given to one of the two players who are
assigned to this penalty. At a signal, each player
puts his piece of string in his mouth, and with hands
behind back chews rapidly at the string, trying to
get it all into the mouth. The one who first
gets to his piece of candy is rewarded by having both
pieces.
CONSTANTINOPLE. ;The player
is required to “Spell Constantinople, one syllable
at a time.” As soon as he gets to the letter
“i,” all of the other players shout
the following syllable, “No!” The speller
naturally thinks that he has made a mistake, and commences
again. Each time that he gets to the letter “i,”
the same cry of “No” is made, and the
poor victim may become very much confused, and doubt
his own memory as to spelling before he discovers
the trick.
CORDIAL GREETING, A. ;This
penalty is imposed upon two players at once.
They are blindfolded and led to opposite corners of
the room. They are then told to go toward each
other and shake hands.
CRAWL, THE. ;The player
is required to leave the room with two legs and come
back with six. He does this by bringing a chair
with him when he returns.
DANGEROUS POSITION, A. ;The
player is required to sit upon the fire. This
is done by writing the words “the fire”
on a slip of paper, and then sitting on it.
ENNUI. ;The player is required
to yawn until he makes some one else yawn.
FOOTBALL. ;A ball the size
of an orange is made of crumpled paper. It is
placed on the floor, and the player is required to
stand at a point three times the length of his foot
from the ball. From this point he is required
without bending the knees to kick the ball out of the
way.
FORUM, THE. ;The player
is required to make a speech on any subject assigned
by the judge.
FOUR FEET. ;The player is
required to put four feet against the wall. He
does this by placing the feet of a chair against the
wall.
GRASSHOPPER. ;The player
is required to hold one foot in his hand and hop on
the other around the room.
HAND-TO-HAND. ;A player
is given some small article to hold in each hand,
such as a flower or lead pencil, and required to stretch
both arms at full length sideways, the right arm to
the right and the left arm to the left. He is
then required to bring both articles into one hand
without bending shoulders or elbows; or, to state it
differently, without bringing the hands any nearer
together. This may be done by placing one of
the objects on a table with one hand, turning around,
and picking it up with the other hand.
HAYSTACK. ;A player is required
to make a pile of chairs as high as his head, and
then take off his shoes and jump over them. (Jump over
the shoes.)
HOTTENTOT TACKLE. ;The player
is required to cross the arms and grasp the left ear
with the right hand and the nose with the left hand.
He is then suddenly to release the grasp and reverse
the position of the hands, grasping the right ear
with the left hand and the nose with the right hand.
This should be repeated several times in quick succession.
INSIDE AND OUT. ;The player
is required to kiss a book inside and outside without
opening it. He accomplishes this seemingly impossible
task by taking the book out of the room, kissing it
there, coming back, and kissing it again inside the
room.
JINGLES. ;The player is
given two pairs of rhymes and required to write a
verse of four lines ending with the prescribed rhymes.
This same forfeit may be imposed on several different
players at once, an added interest arising from comparison
of the finished verses.
KNIGHT OF THE RUEFUL COUNTENANCE. ;This
requires two players, one who is assigned to be the
knight and the other to be the squire.
The squire takes the knight by the
arm and leads him before each lady present. The
squire kisses the hand of each lady in turn, and after
each kiss carefully wipes the knight’s mouth
with a handkerchief. The knight must display
his grief at the loss of so many opportunities by
preserving throughout an unsmiling countenance.
LITTLE DOG TRAY. ;The player
is required to crawl under the table on all fours
and bark like a dog.
LITTLE GERMAN BAND, THE. ;Three
or four players are told to imitate a little German
band, each being required to represent a certain instrument,
and all to join in rendering some popular air, which
should be assigned.
LITTLE SUNSHINE. ;The player
is required to walk around the room and bestow a smile
on each person in turn.
LUNCH COUNTER. ;An apple
is suspended at head height on the end of a string
from a chandelier or portiere pole. The delinquent
player is required to walk up to the apple and take
a bite from it without help from the hands. For
obvious reasons, only one person should be allowed
to bite at an apple.
MOODS. ;The player is required
to laugh in one corner of the room, to sing in the
second corner, to cry in the third, and to whistle
or dance in the fourth.
NEGATIVE SIDE, THE. ;The
player is required to answer “No” to a
question put to him by each member of the company in
turn. This may be made very funny if he be required,
for instance, thereby to express dislike for his favorite
occupations or friends.
PILGRIMAGE TO ROME, A. ;The
judge announces that the player who is to redeem this
forfeit is about to make a pilgrimage to Rome, and
requests that each member of the company give him something
to take on his journey. The pilgrim is then required
to pass around the room while each person, in turn,
presents him with some article, the more inappropriate
or difficult or cumbersome to carry the better.
These may consist, for instance, of a small chair,
a sofa pillow, a house plant, a big basket, a lunch
consisting of a nut, etc. These must all
be carried at once, and when all have been collected,
the pilgrim must make one entire round of the room
before laying any of them down.
SAFETY POINT. ;The player
is required to put one hand where the other cannot
touch it. He does this by placing the right hand
on the left elbow, or vice versa.
SO NEAR AND YET SO FAR. ;Two
players are required to stand upon an open newspaper
in such a manner that they cannot possibly touch one
another. They will find the solution of the problem
in placing the newspaper over the sill of a door,
and then closing the door between them.
SPOON FOOD. ;Two players
are blindfolded and seated on the floor, each with
a large towel or napkin pinned around the neck like
a bib. Each is then given a bowl filled with
corn meal or flour, and a spoon. When all is
ready, the two players are told to feed each other.
This forfeit makes as much sport for the rest of the
company as for those engaged in its performance.
THREE QUESTIONS. ;The delinquent
player is sent out of the room. While he is gone,
the remaining players decide on three questions, to
which he must reply “Yes” or “No”
before he knows what the questions are. When
he returns, he is asked if he will answer the first
question with “Yes” or “No.”
Having made his choice, the question is then repeated
to him, often resulting in much laughter from the incongruity
of the answer. The other questions are answered
in the same way.
TIDBIT. ;The player is required
to bite an inch off the poker. He does this by
holding the poker about an inch from his face and making
a bite at it.
TOAST OF THE EVENING, THE. ;The
player is required to propose his or her own health
in a complimentary speech about himself or herself.
UMBRELLA STAND. ;A closed
umbrella or a cane is held upright on the floor by
pressing on the top of it with the forefinger.
The player is then required to release his hold, to
pirouette rapidly, and snatch the umbrella before
it falls to the ground.
VERSE LENGTHS. ;The player
is required to repeat a verse or jingle, stating the
number of the word after each word. For example: ;
“Yankee, one, Doodle,
two, went, three, to, four, town,
five,” etc.
WALKING SPANISH. ;The player
is given a cane or closed umbrella. He rests
this on the floor, places both hands on top of it,
and then rests his forehead on the hands. While
in this position, he is required to turn around three
times, then suddenly stand with head erect, and walk
straight ahead.
ZOO, THE. ;The player is
required to imitate a donkey or any other animal.