
Pokmon The First Movie opened in North America last week; the box office for the first two days was $25 million in the U.S. alone. When it opened on Wednesday, thousands of children called in sick from school with the Pokmon flu. Bill Bright, the Australian group buyer for Toy Kingdom, says his stores are finding it impossible to meet the demand for Pokmon products: If you put a Pokmon license on brussels sprouts at the moment, you could sell brussels sprouts to kids. Large department stores in Mexico City keep running out of Pokmon dolls, forcing desperate parents to buy counterfeit versions from street vendors. By Christmas, Japan's Nintendo expects to sell 1 million electronic Pokmon games in Canada and 1.5 million in Europe.
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Everything Pokmon and more
All about the first feature-length Pokmon movie to hit the U.S.
An anti-Pokmon advocate shares his views of doom and gloom
The four-to-12-year-old set can exhibit the most troubling fanaticism about Pokmon. Children have written hate e-mail to movie critics who have panned the film. After being mesmerized by Pokmon battle after Pokmon battle at a screening, an excited little boy told his father, That movie makes me want to fight. Not words parents want to hear.
The Pokmon trading-card craze is at the center of much of the controversy. Colm McNiallais, 11, of New York City is a good guide to the frenzy. Walking past kids looking to trade, he says, We don't want them. They cheat. He gravitates toward others who have brought out binders filled with hundreds of cards. A dangerous thing, he says. Some of the stuff is rare, and who knows what other kids will do to get it. Colm has only the cards he is willing to trade. Hey, you have a Magnemite! someone squeals. Oh, I need that Drowzee, says someone else. Look at these holographic ones. The presence of an elusive Dragonite provokes gasps.
Some behavior has been delinquent. A six-year-old logged on to a Pokmon website and printed counterfeit copies of the cards to trade with gullible schoolmates. Other behavior can be criminal. Last week a nine-year-old boy on New York's Long Island stabbed an older schoolmate in a dispute over cards. A principal explained why her school, like many others, is banning Pokmon cards: Children who don't have Pokmon cards feel left out. When children bring the cards into the lunchroom, they often spend time looking at the cards instead of eating lunch. A group of parents in New Jersey has sued the trading-card manufacturer for intentionally making some cards scarce to force children into buying more and more packs. Racketeering! the parents cry.
In other words, it's not the violent imagery that scares parents--they've lived with and tolerated intimations of horror for generations. In Grimm's Fairy Tales, what does the wolf do to Red Riding Hood's granny or the witch plan to do to Hansel? When kids collect dinosaurs, parents, blinded by science, simply shrug when their children yell in the museum, Look, mom, that allosaurus is eating the brachiosaur's baby! After that, what can be objectionable about the too-cute-to-live Pokmon named Jigglypuff, a ball of fluff whose greatest power--not to be scoffed at--is a stupefying lullaby?
But there is a problem: the key principle of the Pokocracy is acquisitiveness. The more Pokmon you have, the greater power you possess (the slogan is gotta catch 'em all). And never underestimate a child's ability to master the Pokarcana required to accumulate such power: the ease with which they slip into cunning and thuggery can stun a mergers-and-acquisitions lawyer. Grownups aren't ready for their little innocents to be so precociously cutthroat. Is Pokmon payback for our get-rich-quick era--with our offspring led away like lemmings by Pied Pok-Pipers of greed? Or is there something inherent in childhood that Pokmonia simply reflects?

Seven-year-olds navigate unerringly through the minuscule screen that is the porthole to Pokdom, punching two tiny buttons and a cross-shaped cursor bar to find their way. It's a more difficult task for adults. But if you choose to play, you assume the role of a Pokmon trainer. Your goal is to travel the world collecting one of every Pokmon species. To acquire that collection, you need Pokmon to subdue Pokmon (they are then stored in handy containers called Pokballs, hence the etymology of Pokmon, short for Pocket Monsters). The battles are mediated by the electronics of the Game Boy. But don't worry: Pokmon do not die. When they lose battles, they faint. And if that happens to your Pokmon, you can take it to the local Pokmon Center, a high-tech spa where it can be restored to fighting fit.
All 151 Pokmon are scattered among three existing versions of the game: Pokmon Red, Pokmon Green and Pokmon Blue (Red, Blue and Yellow in the U.S.). You have to trade between versions (via a cable linking Game Boys) to complete the collection. Thus the quest for all Pokmon grows as the product line expands with new species. Pokmon Gold and Pokmon Silver will become available in Japan this month, promising more than 100 new species.
There is a limit to the role playing. You cannot really choose your identity: you are a 10-year-old boy. You can pick any name when you assume the role of the child--your own, your friend's, your neighbor's. But one particular selection is volunteered: Ash, the name of the hero in the Pokmon TV series. He walks down from his room and, seeing his mother (a father is nowhere to be found), tells her he is departing on a quest. She replies, Right. All boys leave home some day.
Images 1995, 1999 Nintendo/Creatures Inc./Game Freak Inc./1999 Pikachu Projects; moving images by Adam Connors
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