Enough to Save Me (Secret of Mana)
By Anna Wiggins
I’ve said before that Japan (the fictional Japan of 1990s America, constructed through the distorted lens of its often poorly localized artifacts) almost killed me. That might have been uncharitable of me. Yes, the culture I consumed from Japan was full of crappy gender stereotypes and cross-dressing gags, and it did delay my transition. It hurt me, like so many other things hurt me, without my even being fully aware of it.
But in hindsight, there were some very important moments of validation that came out of those cultural transmissions, too. Some were obvious: Wandering Son aired right as I began my transition, and it did more to make me feel like someone understood than any of the therapists or support groups or forums. Some were more of a secret history, parallel and hidden until much later: Maddie Blaustein’s transition makes me inclined to go a bit easier on Pokémon. And some of these moments were right in front of me, and I knew that they meant something to me but I didn’t know exactly what.
Secret of Mana was released in October of 1993. I’m pretty sure we got it for Christmas that year. By this point, we had a system for RPGs: my brother took the top save slot, and I took the bottom one. The spot(s) in the middle were a no-man’s land; good for temporary saves, but no guarantees on whether they’d get overwritten. And at first, that’s exactly what happened. He took save #1, I took save #4, and we both started playing through the game.
Except, after the first few hours, we realized that this game was multiplayer. After that, we abandoned save #4, and only played when we were both able to play. This wasn’t the first cooperative game I’d ever played (Bubble Bobble and Gauntlet come to mind), but it was certainly the first one I fell in love with, and that made me realize just how much I preferred cooperative gameplay to competitive.
Secret of Mana has three playable characters: Randi, the boy-turned-accidental-hero protagonist; Primm, the competent and determined nobleman’s daughter, and Popoi, the sprite child. Now, my brother immediately chose the boy, which was fine by me. And the standard trans narrative goes “and I picked the girl, because I always picked the girl.” Except I didn’t. I never did. I was afraid of associating with anything the least bit feminine, because I was afraid people would somehow know about the thoughts I had. The ones I tried to keep myself from noticing.
And so I chose Popoi. The Japanese release of Secret of Mana carefully avoids ever using a gendered pronoun for Popoi; they are explicitly intended to be ambiguously gendered. The US localization slipped up a bit, and uses ‘he’ a handful of times. But mostly, Popoi is basically genderless. Many of the spoken references to them are not kind – a lot of disdainful “it”s and “that”s – but they don’t seem bothered by it.…