Previously: The Yellow Pen And White Paper Game.
Today, we’re looking at another Japanese ritual game that reportedly teaches you how to go to another world. It’s sometimes referred to as the White Wall Game, mostly because, well… that’s the key item you use to make it all happen: A plain, white wall.
The oldest version of this game I’ve been able to find is dated 2011, although as usual, that doesn’t necessarily mean that it isn’t older; just that possible older versions are no longer accessible. The source of this 2011 version is an archived thread — probably from 2ch/5ch, judging from the format, although the actual message board isn’t identified by name — reposted over at Ameblo; as usual, it’s all very bare bones, with just a few sentences detailing how to play.
[Like what you read? Check out Dangerous Games To Play In The Dark, available from Chronicle Books now!]
Also as usual, not much has changed about this one as it has continued circulating over the years. Some versions frame it as a way to travel specifically to a 2D world, while others simply put it in the larger bucket of games meant to transport you to “another” world (whatever that “other” world might be); the rules, however, are always pretty much the same.
One thing that has changed a little bit over time is what the game is actually called. The title has traditionally been rendered in Japanese as 夢上会議愛燐応報明度 or 夢錠会議愛隣応報明度 — that is, it’s named for the chant you’re meant to repeat during the core gameplay. A handful of sources also provide a pronunciation guide for this phrase, rendering it in hiragana — which is phonetic — as ゆめじょうかいぎあいりんおうほうめいど or ゆめじょうかいぎあんりんおうほうめいど; however, when the game is named, it’s never using this particular rendering of it: It’s always in kanji. When it began being included in roundups of ritual games that purport to take you to another world, the now common title of the White Wall Game — or, more literally, How To Go To Another World: White Wall — started to pop up more frequently.
There’s one other thing the White Wall Game has going for it over other games that allegedly take you to another world: You can actually make a return trip from wherever you go in this one. For that reason, it might be considered “safer” than some of the other options… but, then again, “safer” does not mean “safe.”
As always, play at your own risk.
Players:
- One principal.
Requirements:
- A quiet room in which to play.
- Inside that room, a plain, white wall.
- A glass of water.
- A time-keeping device.
- Courage.
Instructions:
The Preparations:
- Begin prior to 3am.
- Prepare your glass of water.
- Keep an eye on the time. Is it still before 3am? Good. You may continue.
- Bring the glass of water to the room in which you have chosen to play.
- Is it still not 3am yet? Good. Continue.
- Watch your time-keeping device closely.
- Just before 3am, position yourself in front of the white wall inside your chosen room.
- Place your left hand on the wall.
- With your right hand, pick up the glass of water and hold it.
- It is time.
The Journey:
- At precisely 3am, chant one of the following:
- 夢上会議愛燐応報明度, or ゆめじょうかいぎあいりんおうほうめいど (hear pronunciation here).
- 夢錠会議愛隣応報明度, or ゆめじょうかいぎあんりんおうほうめいど (hear pronunciation here).
- Then, drink three, separate sips of water from the glass.
- Keep your left hand on the wall as you drink. Do NOT remove it.
- When you have finished drinking, focus your gaze on the wall. Do NOT remove your left hand from it.
- Keep looking.
- Do not remove your left hand.
- Look.
- If you see no changes in the wall: The ritual has failed; do not proceed. Remove your left hand from the wall, clear up your supplies, and vacate the premises. You may try another time, if you like.
- If you see a black hole appear on the wall: The ritual has succeeded; you may proceed.
- Keep watching the hole. Do not remove your hand from the wall.
- Keep looking.
- Do not remove your hand.
- Look.
- Look, and you will find yourself in another world.
The Return Trip:
- To return to your original world, perform the ritual again, beginning with Step 1 of The Preparations and continuing through Step 12 of The Journey.
- If you do not achieve success, try again…
- …Unless you do not wish to return at all.
- You can stay here, if you like.
- Just… be sure that’s what you want.
- Some decisions are hard to take back after you’ve made them.
Additional Notes:
It is not recommended that you attempt this game with bystanders present.
Sources do not specify whether the wall should also be bare — that is, unadorned and without artwork, shelves, or other decorative items hanging on, placed against, or otherwise attached to it. If you attempt this ritual using a decorated white wall and do not achieve the desired results, remove the decorations before trying again.
It is unclear whether it is necessary to drink the entire glass of water in three sips, or if you need only drink three sips of water regardless as to whether you empty the glass or not. If you do not achieve the desired results with one drinking method, try again with the other.
For Best Results:
Some sources state that, although the ritual may be performed at 3am, the chances of achieving best results increase should the be performed at 2am instead.
However, these sources also state that performing the ritual at 2am is markedly more dangerous.
They do not detail how or why it becomes more dangerous… and yet, the danger is there.
Then again, the danger is always there, is it not?
Be certain of what you want before you proceed — absolutely certain.
After all — you wouldn’t want to realize too late that you’ve made a terrible mistake, would you?
***
Follow The Ghost In My Machine on Bluesky @GhostMachine13.bsky.social, Twitter @GhostMachine13, and Facebook @TheGhostInMyMachine. And for more games, don’t forget to check out Dangerous Games To Play In The Dark, available now from Chronicle Books!
[Photos via 652234, IamNotPerfect, ha11ok/Pixabay]
Leave a Reply