THE GAMES
The games described below occur at WEIO, AWG, AND NYO (WEIO Inc.
Publications, 1995, AWG, 1995, and 25th Anniversary Statewide NYO
Program, 1995)
One Foot High Kick: Consists of the athlete jumping off
both feet simultaneously, kicking a ball with any part of one foot,
and returning to the floor maintaining balance on the kicking foot.
Falling or landing on both feet, or the opposite foot will nullify
the jump. Hopping on one foot is okay while maintaining balance. The
height of the suspended ball will begin at 54 inches for girls and 72
inches for boys. Three attempts at each height will be given to each
athlete. The ball will be raised at four inch increments. When there
are three athletes left, the ball will be raised in one inch
increments. The winner is the athlete who touches the ball at the
highest elevation. The game originated from hunting parties in the
North. If the hunt was successful the hunter would signal by doing
the one foot high kick, once he was insight of the village.
Kneel Jump: Consists of an athlete kneeling behind a line,
sitting on his heels. The athlete then leap forward from a kneeling
position, landing on both feet simultaneously and remain in that
position without moving his feet or using his hands to maintain
balance. Each athlete will be allowed three jumps. The winner is the
athlete who jumps the farthest. This game was also used by the hunter
to develop quick movements and success in jumping from ice floe to
ice floe, as well as developing leg muscles needed to lift heavy game
off the ground and carry it back to the village.
One Hand Reach: Consists of the athlete balancing his body
on both hands in a squat position. Once the balance has been attained
he will reach out with one hand in an attempt to touch a suspended
ball. At the same time he will bring the free hand back down to the
floor before any other part of his body touches the floor. Control is
stressed. The height of the suspended ball will begin at 34 inches
for girls and 44 inches for boys. Three attempts at each height will
be given to each athlete. The ball will be raised at two inch
increments and reduced to one inch increments when three competitors
remain. The winner is the athlete who touches the ball at the highest
elevation. This game tests the control of one's body and basic
balance and endurance used in hunting.
Stick Pull: Consists of two athletes sitting on the floor
facing each other with the soles of their feet touching. Both
athletes must have their feet parallel and together with bent knees
at approximately 45 degrees. A stick 20 inches long and 1 1/4 inches
in diameter is placed above their feet . The athletes place their
hands on the stick palms down. The athletes then begin to pull,
trying to pull their opponent steadily toward him without jerking. No
changing of the grip or regripping the stick is allowed once the
pulling begins. The winner is the athlete who successfully out pulls
their opponent two out of three rounds of competition. The game
originated from the hunting activity of pulling a seal out of the
water. Leg, back, and hand strength are necessary for a success. This
game is of strength.
Knuckle Hop or Seal Hop For Boys: Consists of several heats
with six athletes in each. Each athlete will begin in a lowered push
up position (bent elbows tucked close to the body, first knuckles
down, and hands having fingers curled underneath so that the
individual is supported by the heel of his hand and first knuckles.)
The athlete will remain in this position and hop across the floor on
his hands and toes only. All athletes will begin at the same time.
Disqualification may occur if the athlete stops and restarts;
straightening his arms; touches the floor with his chest, knees, or
stomach; or moves from the spot where the he stops before the
distance is measured by a judge. The winner is the athlete who
travels the farthest distance without stopping. This game originated
from the hunter imitating the movement of a seal during the hunt.
This game is to see just how far one can go on determination and
endurance.
Knuckle Hop or Seal Hop For Girls: Consists of several
heats with six athletes in each heat. Each athlete will be in a push
up position with their arms straight, palms down flat. The athlete
will remain in this position and hop across the floor on her hands
and toes only. Her rump will not be at a higher position than her
shoulders at any time. All athletes will begin at the same time.
Disqualification may occur if the athlete stops and restarts; raises
her rump above her shoulders; touches the floor with her knees or
stomach; or moving from the spot where the athlete stops before the
distance is measured by a judge. The winner is the athlete who
travels the farthest distance without stopping. This game originated
from the hunter imitating the movement of a seal during the hunt.
This game is to see just how far one can go on determination and
endurance.
Two Foot High Kick: Consists of the athlete jumping off of
both feet simultaneously, kicking a ball with one or both feet while
both feet or heels are parallel and touching, and landing on both
feet simultaneously while maintaining balance. Hopping on both feet
is okay while maintaining balance. Falling or landing on one foot
will nullify the jump. The height of the suspended ball will begin at
46 inches for girls and 50 inches for boys. Three attempts at each
height will be given to each athlete. The ball will be raised at two
inch increments. When there are three athletes left the ball will be
raised in one inch increments. The winner is the athlete who touches
the ball at the highest elevation. This game came from the excitement
the hunters exhibited after the hunt. It developed into a game to see
how high the hunters could jump. Some describe the game that if the
hunt was unsuccessful the men would do a two foot high kick instead
of a one foot high kick.
Arm Pull: Consists of two athletes sitting on the floor
facing each other, positioning themselves so that one leg crosses
over the opposite leg of the other player. They lock arms at the
elbows with fists down, and when given a signal from a judge, begin
pulling straight back, no jerking or regripping allowed. The winner
of two out of three attempts wins the match. This game was developed
as a show of strength and provided entertainment while on the
hunt.
Wrist Carry: Consists of two people carrying an athlete on
a 48 inch long, 1 5/16 inch diameter stick.. The carriers will place
the stick in front of the athlete who is sitting on the floor. The
athlete will position his wrist (either right of left) in a hook
position around the middle of the stick, placing the free hand around
the forearm. The athlete's hand or wrist cannot touch his face for
support while being carried. The athlete's legs can be in a crossed
legged position, or however the athlete feel is an appropriate
sitting position. The pace is approximately one step per second. The
athlete who travels the furthest distance wins. This game's origin is
traced back to successful hunters carrying game back to their
villages. The hunters had to develop strength and endurance to carry
the game over long distances.
Scissor Broad Jump: Consists of the athlete standing, with
both feet behind the starting line. The athlete begins by jumping
both feet at the same time with a landing on one foot. This is
followed by another jump crossing feet in mid-jump, landing on the
free foot. Next, jump from this position, landing solid on both feet
without leaning forward or backward. Continuous movement is required
throughout. The athlete with the longest attempt wins. This game
developed during seal and walrus hunts, where the hunter had to
develop balance and quick reflexes in order to jump from one ice floe
to another, as the ice was shifting in the water.
Alaskan High Kick: Consists of the athlete in a starting
position on the floor. His right foot is on the floor. His left hand
is on the floor behind his body for balance. His right hand grasps
his left toes. The athlete kicks the target with his right foot
landing on the same foot. No portion of the body can touch the floor.
The height of the suspended ball will begin at 26 inches for girls
and 36 inches for boys. Three attempts are allowed at each height.
The athlete who kicks the target at the highest height is the winner.
The game is a test in controlling one's body using both mind and body
together to maintain that control.
Additional games at the 1995 WEIO are described below (WEIO Inc.
Publications, 1995):
Race of the Torch: This is the traditional opening
competition for WEIO. Competitors complete the prescribed course and
are required to pass all check points. The first athlete to cross the
finish line will be the winner and will be given a lighted torch from
which the Olympic Lamps will be lit.
Queen Competition: This competition is open to Native
women 18 to 25 years of age. Contestants compete for the coveted
black baleen and white ivory crown and are judged on their knowledge
of traditional native culture, poise, self-confidence, personality,
attitude and general appearance.
Eskimo and Indian Dance Competitions: Consists of various
Eskimo and Indian Dance groups performing different dances. Each
dance carries within it a story or legend.
Greased Pole Walk: Consists of athletes walking on a
horizontal greased pole while barefooted. The athlete who goes the
furthest distance without falling off is the winner.
Fish Cutting Competition: Competitors fillet a fish, remove
the backbone and notch the fish for drying. Athletes will be timed
and judged for neatness.
Nalukatuk (Blanket Toss): Requires the athlete to jump on
the blanket with form and balance. Acrobatics is allowed but no
points are given. The highest height, best form and balance jump by
an athlete wins.
Muktuk Eating Contest: Requires the competitor to eat as
quickly as possible the piece of muktuk given to them. The first one
done is the winner.
Ear Pulling Contest: Requires the athletes to pair off
against one another with a loop of string placed over the same ear of
each competitors in the face-off. The competitors face each other. No
jerking is allowed and one must use a steady pull straight back and
try to make to other person give in. This is a test of strength and
endurance.
Four-Man Carry: Requires the athlete to lift and carry four
men with an average weight of 150 pounds. The men to be carried will
place their arms around the athletes neck in such a manner as to
place the weight on his shoulder and not choke him. One man on each
side, one in front, one in the back. No straps are allowed. The
athlete who carries the four men the farthest wins.
Indian Stick Pull: Consists of two athletes sitting on the
floor facing each other holding onto a stick with one hand. The free
hand must be on the other athlete's ankle. At a given signal both
athletes begin to pull the stick without jerking or twisting but only
a straight, direct pull. The athlete who out-pulls the final
challenger wins.
Drop The Bomb: Consists of the athlete beginning from a
position face down on the floor, legs and feet straight, arms
extended at right angles to the body. Three assistants, designated by
the officials, will lift the athlete completely off the floor (the
assistant holding ankles and wrist.) Each athlete will be carried
over a given course, with limbs rigid and fully extended. The attempt
will be judged completed when the athlete is no longer able to hold
the rigid position.
Eskimo Stick Pull: Consists of the two athletes sitting on
the floor facing each other with feet touching. The stick is held
over both athlete's toes. One athlete holds the stick in the center
with his hands together while the other athlete's hands are on either
side of his opponent's. Each athlete uses a steady pull straight back
trying to pull the opponent directly to him or the stick away from
the opponent. No twisting, jerking or regripping the stick is
allowed. This game is based on the skill of grabbing and holding onto
a fish.
Toe Kick: Consists of an athlete standing with his feet
together, jumping forward touching both toes to a target, kicking the
target backward, then continuing forward to complete the jump,
landing on both feet and maintaining balance. His toes must not touch
the floor when kicking the target. The athlete who jumps the furthest
distance and kicks the target wins.
White Men vs. Native Women Tug Of War: This is an enjoyable
tug of war event between white men and Native women. The Native women
have been very successful at winning this event.
Parka and Indian Dress Competitions: Consists of a parade
of traditional parkas and Indian dresses modeled for the enjoyment
and delight of the audiences. They are judged on authenticity,
styling, and craftsmanship.
Additional games from the 1996 AWG are described below: (AWG,
1996)
Arctic Sports (Traditional Inuit and Dene [Indian]
Games):
Traditional Inuit:
Airplane: Starts with the athlete lying face down on the
floor with his legs and feet together and his arms extended at right
angles to his body. His shoulders should be at the starting line. The
athlete makes his body firm and rigid. Three other people, one on
each arm and one on his legs, hold just the wrist or ankles. They
lift the athlete up about waist height and begin to carry the athlete
around the rectangle as if the athlete was an airplane. The athlete
is finished when he can no longer hold his body rigid. The winner is
the one who was carried the longest distance. This strength event
originally tested the strength of the carriers. The game came from
hunters having the ability and endurance to carry game from the beach
up to the tundra. The game now focuses on the person being carried
and the distance they can maintain their position.
Head Pull: Starts with two athletes lying on the floor on
their stomachs and facing each other. A leather thong is placed
around the back of both of the athletes heads just above the ears.
Both athletes raise their bodies to a "push-up" position with only
hands and feet touching the floor. On the signal from the judge, both
athletes pull with their heads against the other bracing their hands
and using their whole body strength to pull steadily backwards,
parallel to the floor. The winner is the one who pulls his opponent
across the line parallel to the center line, if the opponent drops
their head allowing the loop to be pulled off, or if any of the
opponent's body, other that hands and feet touches the floor.
Dene (Indian) Games:
Snowsnake: Starts with the athlete grasping the straight
spruce stick (about 150 cm long and 2 cm in diameter and sharpened at
one end), running up to the throwing line, then throwing the stick
underhand so that it slides over the snow as far as possible. Each
athlete has three attempts. The winner is the one who throws the
snowsnake the longest distance. This game was originally based on the
need to develop hunting skills. Hunters used this style of weapon to
bring down moose or caribou.
Stick Pull: Starts with two athletes standing with one's
hip of his pulling side facing the hip of the opponent's pulling
side. A stick about 30 cm long and 2 1/2 cm in diameter is grasped by
both athletes so that their thumbs and index fingers faces each
others. A line is drawn on the floor. On signal the athletes pull
with a steady pull, trying to pull the stick out of the opponent's
hand. No body contact is allowed. One must not try to twist or turn
the stick from the opponent. The winner is the one who wins two out
of three attempts by pulling the stick from the hand of the opponent,
or if one pulls the opponent across the line. This game is based on
traditional Indian skills of grabbing and holding onto a fish.
Pole Push: Starts with a pole of about 5 meters long by
10-15 cm in diameter. A circle about 7 meters in diameter is also
marked off. Two opposing teams try to push forward on the pole
pushing the other out of the circle. Teams must push forward at all
times and are not allowed to swing the pole or to let go. A team
member is not allowed to move up on the pole to avoid being pushed
out. The best two out of three pushes wins the match. This is an
Indian game which origins come from pushing heavy boats into the
water.
Finger Pull: Starts with two athletes sitting facing each
other. With one athlete's right leg bent, and the opponent's feet are
braced against the first athlete's right shin. As the first athlete
leans slightly backwards, bracing his elbow against his right thigh,
and places his hand on the opponent's left knee. The opponent braces
their left hand on the first athlete's left shoulder and then both
lock middle fingers. On a signal, both pull slowly and steadily. No
jerking, twisting, or regripping is allowed. The object is to pull
the opponent's arm out slightly or to cause them to straighten their
finger or to otherwise signal giving up. This game was originally
played with a piece of string and pull pegs held with the
forefingers. This is now a game of fun and endurance.
Hand Games: Starts with teams taking turns hiding 12 tokens
(small sticks about 2 and a 1/2 cm long) and the other team tries to
guess which hand they are holding the token in. The game is usually
accompanied by drumming. Each player on the hiding team hides a token
in one hand or the other. Then presents their hands for the other
team to see, while trying to deceive them with elaborate gestures of
the hands, arms, head, and upper body. The team which gains all 12
sticks wins that game. The hand games were originally part of story
telling in the villages. The idea was to keep the audiences attention
on the story being told.
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