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Tag: yumeko jabami

Kakegurui 0

Don’t Play Big Kids Games If You’re Still A Little Kid (Kakegurui xx)

June 6th, 1996:

Professional wrestling history was made when future WWE (World Wrestling Entertainment)  legend  Kevin Nash invaded rival company WCW’s (World Championship Wrestling) live show, WCW Nitro. Along with tag-team partner and friend Scott Hall (who invaded an earlier Nitro show before Nash), Nash delivered a warning to the WCW:

Idioms such as “[this is] where the big boys play” and “this is the big leagues” are often used to identify areas of intense and professional levels of competition. Areas reversed for the elites and only for the elites. Rookies are warned not to enter the big leagues unless they are mentality and physically tough and resilient enough to join.

Of course, you have the foolish rookies who – thanks to their ego –   think they can go toe-to-toe with the harden vets (of the big leagues).  Blinded by both arrogance and ignorance they try; only to be utterly humiliated, embarrassed, and humbled by their superiors.

This is the case of Erimi Mushibami: a little kid who thinks she’s hardcore just because she’s going through her baby’s first weeaboo gothic lolita teen angst phase. So hardcore that, the first thing that she does upon arriving at Hyakkaou Private Academy, is to challenge Yumeko Jabami and Midari Ikishima to a game of chicken.

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Erimi

An extreme game of chicken where players must place a finger inside a hole built into a mini guillotine with several cords attached to its frame.  The guillotine blade itself is only held by single cord that – if cut – will send the sharp blade flying down; slicing its victim’s finger off. Removing your finger before the blade comes down will results in the player forfeiting the match and becoming a slave to the game host.

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Erimi chose the wrong ones…

It’s the ultimate game of nerves.
Nerves that Yumeko and Midari both have an unlimited supply of.

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Again, she chose the wrong ones.

Yumeko is insane and gets off to playing high risk/high rewards gambles. Midari is not only insane, she’s a fucking deranged masochist whose panties would be soaked if she got a finger cut off.  The game is so thrilling to these women that Yumeko put aside her disdain towards Midari to team up with her against Emiri.

Erimi is a stupid kid.

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Erimi gathers Yumeko, Midari, and Suzui into a room for her little game. Yuemko is relaxed. Midari is thrilled. Suzui is scared.  Not for neither Yumeko nor Midari: he knows both of them are crazy.  Who he’s concern for is Erimi herself – the girl who started this mess.

Erimi has yet to understand that her opponents are extreme gambling addicts.  Both find joy in playing risky games – no manner how dangerous (the risks are). Furthermore, Yumeko and Midari are having fun playing Erimi’s game; even if the odds stacked against them. Erimi eventually picks up on her opposition’s carefree mentality towards her game and assumes if she pushes the girls to their absolute limit, she can break them.

Again, Erimi is a stupid little kid.

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Erimi starts bragging about how her mafia-like family is full of torture freaks that used the guillotine game (and other fear tactics) to force confessions out of their victims.  Yumeko isn’t impressed; she winds up finding the  game boring as time goes on.  Yumeko also thinks Erimi is a scared little bitch: as she believes that Erimi may have install a cheat to prevent her from losing her finger in things goes wrong and decides to go off on her.

Midari joins in on Yumeko’s verbal onslaught against the goth kid; reversing Erimi’s love for torture against her (remember: Midari wants to be tortured). In fact, she admits that the risk of losing a single finger doesn’t excite her; she wants more punishment if she loses.

Intoxicated with glee, both Yumeko and Midari pressure Erimi to cut the wires. Worse, Midari, out of her excitement and impatience, snatches the scissors off the table and decides to cut all the wires at once.  Sure enough, the safety feature that Yumeko theorized that Erimi put in place was triggered; saving everyone from losing their fingers. But, even in a moment of grace, Erimi  has broken down. In tears, she begs Midari and Yumeko to stop even after the game was finished.

She surrendered.
The little girl wasn’t ready to play with the big girls.

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***

Ego is funny thing. It’s the source of our ambitions, desires, and self-confidence.    However, if left unchecked, the ego can lead us to disaster;  as we saw with Erimi in episodes one and two of Kakegurui xx. Her wild ego and childish behavior made her believe that she could go toe-to-toe with two superior gamblers who outclassed her in talent, skill, and insanity.  She could not handle the pressure that Yumeko and Midari rain down upon her; leading to her breakdown. Her plan to mentality break her opponents backfired – given they both love the thrill and dangers that came from her game.   It’s the ultimate irony: Play with people’s fears only to be paralyzed by fear yourself. Pretend to be a big kid only to have bigger kids put you in your place.

Never attempt to play in the big leagues when you’re still in the little leagues.

 

 

 

Kakegurui 0

Yumeko Jabami and Law 28 of the 48 Laws of Power

LAW 28: ENTER ACTION WITH BOLDNESS

JUDGEMENT:
‘If you are unsure of a course of action, do not attempt it.  Your doubts and hesitations will infect your execution.  Timidity is dangerous: Better to enter with boldness.  Any mistakes you commit thought audacity are easily corrected with more audacity.

Everyone admires the bold: No one honors the timid.’

-Robert Greene, 48 Laws of Power (Green, 1998, p. 227)

Pitted against the prideful  Mary in a gambling match of Card Rock-Paper-Scissors, the seemingly naive Yumeko bets two 10,000 yen chips on her hand.  In what seems to be a stroke of beginner’s luck,  Yumeko’s bet pays off; her rock card defeating Mary’s scissors. Testing her luck further, Yumeko ups the ante; betting 50 chips (or 50,000 yen) in round two.  Unshaken by this, Mary tells Yumeko that she’s  quite the gambler, which she politely denies.

As the game progress there is a tie, followed by two wins for Mary.  She’s feeling confident, perhaps a little bit tad cocky even.  The game continues with Yumeko betting 50 chips, only to lose to Mary once more, and owing her 1,000,000 yen.  The transfer student tries her luck again, betting her remaining chips, but it’s all for naught.

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As Mary stokes her ego, Yumeko requests her for one final game.  Despite Yumeko lacking any chips, Mary honors her request with a smile (while taunting Yumeko; calling her an idiot, etc.).  The prideful girl starts to praise her own genius.  She believes that she can force Yumeko into a debt – thus lowing her social status to  that of livestock.

What Mary didn’t expect was Yumeko betting 10,000,000 yen –  real cash –  not mere poker chips.

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Offended, Mary snaps on the bold Yumeko; calling her crazy and careless.

“There’s no way you can afford to bet so much on a single RPS game! You’re crazy!” Cried Mary.  She doesn’t think that Yumeko is actually putting down real money on the line. This is a joke!  Yet,  Yumeko is not joking – she is serious.   She sees the fun in her bold action and high risks. Mary is confused and angry at Yumeko’s recklessness.  She assumes that Yumeko is just mocking her with such fearlessness and is merely baiting her.  She refuse to go on with the game the bet but Yumeko mocks her as she turns away.

“Don’t tell me you have cold feet.” mimicking Mary’s earlier taunts with smug.   Hearing this, Mary reluctantly accepts the offer.

As the girls play their final cards, Yumeko reveals to Mary that she knew that she was paying off  their classmates to manipulate the game to ensure Mary’s victory.  Mary is enraged once more but regains her composure.  Mary thinks that Yumeko is simply bluffing for a win by getting under her skin.  How could she have this knowledge of her using her classmates to win? She is just a simple stupid girl.  She can’t be that smart. Regaining faith in herself, Mary slams down the paper card on the table with the highest confidence.

Alas for Mary, Yumeko held scissor – defeating her.

The bold action of betting with cash as opposed to poker chips and using her skills to dismantle Mary’s cheating system (and a little luck), Yumeko made a name for herself on her first day of her new school by defeating Mary.at her own game.  Her daring spirit took Mary by surprise, as she didn’t expect the new student to pull such a stunt off against her and win.

Yumeko’s brilliant fearlessness humbled the once prideful Mary.

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REVERSAL:
‘Boldness should never be the strategy behind all of your actions.  It is a tactical instrument, to be used at the right moment.  Plan and think ahead, and make the final element the bold move that will bring you success.  In other words, since boldness is a learned response, it is also one that you learn to control and utilize at will. To go through life armed only with audacity would be tiring and also fatal. You would offend too many people, as is proven by those who cannot control their boldness.’ (Green, 1998, p. 235)

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“Life or Death”, or “A typical day in South Chicago and North St. Louis”.

After accepting an invite to play against Yuriko in her modify roulette game “Life or Death”, Yumeko decides to act bold against the student council member.  Bolder than her earlier match against Mary mind you.  Rather than silently wait until later to reveal the cheating system of Yuriko’s game, she goes off on her with bravado.

“Your methods are the worst.”  Yumeko berates her with a smirk.  In her bravery, she admits to her that she knew that Yuriko baited Mary into the game.  Yuriko took advantage of the broken Mary; luring her with the hope of clearing her debts and reclaim her pride – only to mislead her and sink her further into it. Yumeko compares her to a loan shark, calls her the lowest of the low, and finally – a piece of shit.

Yuriko (trying to hide her anger) simply smiles warmly, brushing off Yumeko’s offensive language and taunts.  Yuriko seems to forgive Yumeko’s brashness, but is quickly angered again when Yumeko starts playing around with her family name, “Nishinotouin” –  calling it a proper family name for a cheap airhead like Yuriko.

Yuriko snaps.

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Yuriko’s happy face.

This was a tactic to force Yuriko into rage and bet everything she has blindly.   Yumeko knew Yuriko was cheating. Her personal dealer had  magnetic metal moles implanted in her hands. This was to control the blades’ location in order to influence where each blade landed.   Later, Yumeko explains how this cheat has no absolute guarantee for victory; as you can only control one blade and leave the rest to luck.

After bragging about her successful revelation of the cheat, Yumeko lost the match. Her boldness worked against her as she lost not due to Yuriko’s skills, but simple and pure luck.

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With this lost, Yumeko’s status is reduced to the levels of housepet.  But then again, Yumeko doesn’t seem to mind.

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