Hello Kitty: Gender Rescue

I can still smell wood chips. Manufactured cedar, kicked together with red clay dirt and pine straw. Me and the other kids are locked behind black bars—on the other side of us, a small stretch of Clairemont between Scott and North Decatur. A shady enclave of trees and houses in front of the Decatur YMCA playground I took my first licks on. And between the bars—a bright plastic pop of yellow and white, no bigger than my six-year-old hand. A cat in a bee suit from my friend’s Happy Meal. When you pull her string, her wings flutter.
I’ve never seen anything this good in my life.
My relationship with Hello Kitty starts here, in August 2000. It starts when I take the toy out of my own Happy Meal and realize that it’s a Beast Machines. Not a bee-cat, not a cat in a McDonald’s uniform—just a Beast Machine. I feel duped, and try to trade with my friend. But—very gravely, as if she’s disclosing government secrets—she says boys can’t play with the girls toy.
Grown adults in 2005 were very much in agreement. Hello Kitty: Roller Rescue was greeted with a fairly hostile reception when it came out that year, which is fair. That era saw the release of games that would go on to define both that generation and pave the way for the next. Games like Grand Theft Auto: San Andreas, Resident Evil 4, and God of War were the big, serious titles I was supposed to be interested in. Hello Kitty, Sonic, and Pac-Man were for babies with bad taste. Was I a baby with bad taste? That insecurity prompted me to hardline all the aforementioned games and then some, building a precarious identity around gory violent bullshit that made me feel nothing.
That sense of self would—perhaps—be fuller if I was raised with Roller Rescue. If I didn’t feel conscripted into gritty, violent edge because those were “grown-up games,” this one could’ve been a positive and reinforcing playground for gender. It normalizes values worth internalizing, like self-sacrifice and the dangers of homogenized uniformity. The set-up is simple: Hello Kitty’s peaceful world is disrupted by Block-O, an evil alien who wants to turn the earth—along with everything in it—into a cube. Yes: the worst threat to the world of Sanrio isn’t climate death or genocide, but losing your roundness and being square. Fitting in and being convenient are evil; standing out and sticking to your convictions are paramount.
Further, cuteness isn’t limited to gender. Dear Daniel is as cute as My Melody is as cute as Keroppi. This is best engendered (heh) in Little Twin Stars, a pair of celestial infants whose infinite power is sort of terrifying. Kiki and Lala are functionally identical, from their mouths to their gowns. Their only dubious distinguishing sex characteristics are their hair lengths and color. You could be told Kiki is female or that Lala has no gender, and their designs don’t give you enough visual information to disagree. Boy, girl, agender celestial demi-gods… they are ultimately what you let them be. This is the virtue of Sanrio design, which doesn’t limit its male creatures to being stereotypical vectors for masculinity. As a virtual playground, it’s affirming and accepting. No kids in Stone Cold shirts to push you down and call you slurs.
Roller Rescue, too, is just a good game when revisited today. Held up to its contemporaries, it’s on the higher end of licensed mascot platformers thanks to some significant talent at the helm. Levels are straightforward and easily signposted for younger players, but multi-pathed and vertical enough to never bore. Skylanders: Spyro’s Adventure lead Lancelot Chu displays a similar canniness for deceptively complex children’s game design here as he would later in his career. And lead artist April Hsu—who would later work on art for Darksiders II and Saints Row The Third—translates Sanrio’s distinctive aesthetic into 3D without sacrificing its hallmark simplicity. Taipei-based XPEC pulled together a small team for Roller Rescue, which was an all too common practice for kids’ games of this era. It’s a tight, consolidated burst of platforming that can be cleared in a handful of hours and doesn’t overstay its welcome. For the resources they were given, the work XPEC pulled off is impressive.
Adam Sessler (or Morgan Webb, I can’t remember) spent several on-air minutes stripping that work down for millions. Like most X-Play reviews, the assessment of Roller Rescue was myopic, simplistic, and guided by casual cruelty. “If you can’t go anywhere without your Chococat pencil case,” he (or she) ragged, “we’re sure you’ll manage to delude yourself into thinking it’s great.” The review—now seemingly lost on public platforms—was filled with similar reductive barbs that talked down to anyone that might enjoy it. Back then, I watched X-Play almost every single day. For a time, it shaped my tastes and perspectives—along with plenty of other shit-kicker tweens in the mid-aughts.