Digimon: The Latest Fad from Japanese Animators

This article was nicked from http://www.crossroad.to
-Moo

          Fox Kids Television explains that: "Seven kids at summer camp are unexpectedly transported
          by 'digivices' to a colorful and enigmatic world. Lost and alone, they are befriended by
          small digital monsters, Digimons. The kids and their Digimon partners quickly become
          inseparable, and the little creatures guide their human friends through the wondrous
          DigiWorld, protecting them from the hordes of evil Digimons."

           DigiMon Virtual Pet Page: "DigiMon was originally called by several other names including:
          Digital Demon, Digi Demon, Digital Monster, and Tama-Hawk.... Digimon is a linkable
          fighting pet by Bandai.... The pet is similar to other keychain virtual pets, except these are
          raised to fight and kill."
 
 

     "My son said that he doesn't have any friends to play with, because they all like to play DigiMon,"
     wrote a concerned mother, "and he doesn't like to play that game.  From what I can see, it looks
     very similar to Pokemon."

     She is right. Children with the courage to say "no" to Pokemon face a new challenge: a parallel set
     of cute-ugly monsters, battle cards, digital games, and television episodes. Like the Pokemon
     creatures, the Digital monsters can be good or bad.  But if they are bad, it's not their fault. The
     introduction to the Fox Kids series explains why:

          "The group soon discovers that some of the giant Digimons they encounter are not evil
          Digimons but good Digimons gone bad. A dark power is corrupting even the most gentle
          of Digimons by embedding Black Gears into them, turning them into vicious monsters.
          Creating chaos and destruction wherever it goes, the evil power threatens all of
          DigiWorld."

          "As they try to find their way back home, the seven kids are drawn further and
          further into the mystery. Through teamwork and trust, they help their newfound
          Digimon friends digivolve from 'monsters in training' to giant champions that must save
          the DigiWorld from the powerful evil intent on destroying it."

     Every Digimon has unique strengths and weaknesses, and the battle cards shows the specific
     ways players can use their monsters to defeat an enemy. Like MewTwo and other psychic Pokemon,
     many transmit supernatural power. Some can evolve or transform (a Native American shaman might
     call it "shape-shifting"). You can watch a few of these transformations at toy maker Bandai's
     website.

     One of these shape-shifting evolutions shows how the cute pig-like Patamon becomes Angemon -- a
     muscular and majestic male angel with power to defeat all kinds of vicious enemies. (Yes, in
     contrast to the earlier quote, some digimon are inherently evil.) He and his shapely female partner
     may stand as moral judges, prosecuting and punishing the worst perpetrators of evil. Sounds almost
     Biblical doesn't it?

     But don't let the angelic assault on digital evils deceive you. Remember, a good counterfeit is far
     more dangerous to truth than a bad imitation. While the Digimon world appeals to young
     thrill-seeking TV viewers in every land, it carries traits from the culture that created it. Different
     kinds of angels fit into most of the world's religions, and these digital, evolving angels have nothing
     to do with Christianity -- even when they fight the most devilish-looking creatures.

     "I saw a digimon wrap-up, where they say all that happened in that episode, and it was talking
     about how a digimon named Angemon defeated another digimon named Devimon," said Derek
     Wilson, a Christian father who had watched the show with his son.  "I personally thought it was
     pretty strange."

     Those who base their views of reality on the Bible will indeed find the digiworld strange. But to
     many young digifans, this weird world of supermonsters becomes more comfortable than reality. In
     today's world of bewildering high tech wonders, the supernatural feats of human and digital
     heroes may even feel normal while ordinary earth-bound days seem boring.

     Today's emphasis on soaring imaginations frees kids to do just that: soar like superman into an
     imaginary world without parents. Helping with dishes and cleaning the yard has to wait. Such
     demeaning jobs clash with the digifan vision of power and their mission to save two worlds.

     Identifying with the TV characters, children cross that mystical line between the earth and the
     digital world at will. That is, unless an  evil monsters -- such as Devimon, the "ruler of the bad
     Digimon" -- threatens lives or holds a team-member captive. If so, the more psychically attuned
     kids will walk through walls, float into the air, transmit power through their hands, and use mental
     telepathy as well as digital technology to communicate with each other. Supernatural power --
     manipulated at the whim and will of a child -- wins the day.

     "But that's no worse than the old books and fairy tales we used to read," some might argue.
     Perhaps not, but back when today's parents were reading those mystical tales they were usually
     isolated from the reality behind the mystical stories. Unlike today's children, they couldn't surf
     the Internet for a group of practicing psychics or find occult formulas for magic and spell casting
     in their school library.

     As the nations of the world gradually ratify the UN Convention on the Rights of the Child, parents
     will not even have the legal right to stop their children from joining occult groups or reading their
     manuals.  Instead, schools and communities will pressure children to participate in all kinds of
     "multicultural" rituals and celebrations in order to break down barriers to global oneness. (See The
U.N. Plan For Global Control)

THE SPIRIT BEHIND THE FORCE.  The USA is the world's biggest exporter of decadent and
     occult entertainment, but every nation involved in today's mind-changing amusement industry sells
     its beliefs and biases along with its product. Japan's entertainment is colored by its religious
     roots, spiritual practices, and warrior traditions.  No wonder Digimon -- like Pokemon, DragonBall,
     and other Japanese games and cartoons -- reflects a society rooted in a unique blend of religions
     and disciplines.

     While shamanism reigned in early Japan, Shintoism and Buddhism have dominated the spiritual
     landscape for centuries.  Most Japanese see no problem in blending the two sets of rituals, gods,
     goddesses and Bodhisattwas,  A typical home displays both a Shinto family shrine and the Buddhist
     family altar, and it's not unusual for Buddhist priests to chant their sutras at Shinto shrines.
     Meanwhile, behind the scenes, ancient Chinese Confucianism still guides private and public
     morality.

     These three religions share a common belief. In the midst of the diverse rites and traditions, most
     Japanese trust in a pantheistic force called Ki.  describes its practical value:

          "The concept of Ki is one of the most important in Japanese philosophy. It directly
          concerns everyone's daily life, since it is nothing less than the vital energy of that life.
          In Chinese philosophy, the equivalent concept is known as Qi (Ch'i), an energy whose
          'home' is the Dantian point located below the navel....  As the concept of Ki is found
          that the root of all Japanese activities, it is also found at the root of all the
          martial arts. The nature of this universal and fundamental energy is such that it
          penetrates everywhere, uniting all the manifestations of the universe, visible or
          invisible. It is a creative energy, the divine 'breath' in every being, which... can,
          according to certain writers, be projected outside oneself. " (Emphasis added)

     Japanese martial arts shows the intimate union between the above spirituality and the lingering
     effects of the old Samurai warrior culture. Before and during World War II,  students of all ages
     were steeped in these warrior traditions and trained in martial arts disciplines. The result was a
     fierce loyalty to the vision of ethnic supremacy and to the emperor as a god. Nothing illustrates
     the Japanese fighting spirit and tolerance of violence better than the horrors of the Japanese
     occupation of Nanking and the suicide missions of Kamikaze pilots during World War II.
     According to the Encyclopedia Britannica,

          The sword exercised a potent influence on the life of the Japanese nation. The
          distinction of wearing it, the rights that it conferred, the deeds wrought it the fame
          attached to special skills in its use, the superstitions connected with it... all these things
          combined to give the katana an importance beyond the limit of ordinary
          comprehension.

     This warrior spirit permeates the full-length feature film (Anime), Princess Mononoke.  But
     Digimon, like Pokemon, adds a new twist that fits 21st Century dreams. It trades the sword, not
     simply for a light saber as in the Star Wars epic, but for unlimited psychic forces. These can
     destroy civilizations and defeat enemies far beyond the reach of any human weapon. When human
     heroes falter, their evolving flock of friendly monsters will finish the job.  Who needs God in such a
     world?

     It may be hard to understand how a nation of gentle Buddhists and nature-loving Shintos could
     breed such real and imagined violence. But Japan's religious and military history offers some
     clues. First, the Tibetan Buddhism taught by the Dalai Lama may sound peaceful, but historically
     this Tantric form of Buddhism involved deadly rivalries, wars, and human sacrifice. (See kundalini
yoga)  Jesse, a student of martial arts in the tradition of Japanese Shingon Mikkyo Vajrayana
     Buddhism explains its link to Japan:

          Actually, what the Dalai lama practices is basically the same as what you will find in the
          Ninpo martial arts. The Tibetans usually call it Tibetan Buddhism or Tantric Buddhism,
          in Japan they call it Mikkyo. The only difference between the Mikkyo of Japan and
          Tibet is the Mikkyo in Japan was brought to China on the silk road, and the Mikkyo in
          Tibet was brought directly over the Himalayas into Tibet. The origin in India is the
          same. As time went on, of course, the two evolved some differences, but the heart
          remains the same.

          Most people think that Zen was the sect of Buddhism that had the most influence on
          Japanese martial arts. Though, Zen did have an influence on the Japanese arts, when it
          comes to the classical Japanese arts of Koryu Bujutsu, Mikkyo had a much stronger
          influence. The influence wasn't on the ninja only, but on the Samurai class also.

          ... some schools of esoteric meditations have mantras for the mudras (hand formed
          symbols) and visualizations. Well, according to my teacher, a man who has been a
          Shingon monk for about thirty years, all schools of Mikkyo meditation practice
       mantras, mudras, and visualizations together.... This technique of the mantra, mudra,
          and visualization is called sanmitsu in Japanese; the mystery of voice, mind, and
          body.

     PAGANISM AROUND THE WORLD: Since the beginning of time, human migrations and traveling
     merchants have spread earth-centered religions around the world, blending beliefs and molding
     new ones according to needs and wishes.  One would rightly expect earth-centered religions
     around the world to share some common traits.

     Looking back, we discover that primitive animists as well as sophisticated religious civilizations
     have worshiped the sun and the stars. They used similar rituals and rhythms for producing trance
     states and invoking their favorite gods and spirits. They used the same four-fold formula for
     magic and spell-casting that Wiccan leader Starhawk describes in the Spiral Dance: visualization,
     concentration, relaxation, and (mental) projection. They use similar symbols, and most ancient
     groups link sexual rites to fertility or enlightenment.

     All these systems -- now idealized through multicultural education -- brought violence, not peace.
     They usually saw people in other nations as subhuman, and their moral code honored human
     sacrifice.  Tragically, many of the unbiblical counterfeits of Christianity fared little
     better (see Biblical versus Cultural Christianity).

Common Practices of Earth-Centered Religions


RELIGIONS
Astro-
logy
Trance state Dreams Visions  Divi- nation
 Spirit-
ism
 Magic Sorcery Charms Amulets Solstice rites Serpent worship Sacred sex
 Ancient animism
 Norse religions
Greek, Roman civilizations
European witchcraft 
 Native Amer. spirituality
 Mayan-Aztec
 Hinduism
Shintoism
 Buddhism
In most of these cultures, the value of a human life would depend, not on inherent worth, but on its
     functional value to the community or family. Thus human sacrifice was commonly practiced, and
     infanticide was acceptable in many pagan cultures. Women were replaceable, and countless wives --
     both among royalty and peasants -- were killed and buried with deceased husbands. Ritual killing
     could be seen as a game or as public entertainment. This was true in my native Norway as well as in
     feudal Japan.

     Today, the world is once again linking killing to fun entertainment. Popular games, films, books, and
     classroom curricula fascinate children with shocking stories that change their values and
     desensitize them to violence. Addicted to violent thrills, many crave ever more bloody and shocking
     brutality. Small wonder then, that J.K. Rowling, author of the top-selling Harry Potter books, has
     promised that the fourth book in the series will involve killing someone her fans have learned to
     love. Kids around the world can hardly wait to find out who and how.  In this context, it seems
     perfectly natural that the DigiMon Virtual Pet Page would equate intentional killing with fun
     entertainment through deadly digital battles:

          "It is obviously much more 'boy' oriented than the earlier pets. You can hook your pet
          to a friend's pet and fight to the death or be seriously wounded."

     A far more subtle problem is the popular practice of attributing human worth and characteristics
     to plants and animals -- including digital monsters and animals -- thus impressing young minds with
     images that support today's politically correct visions of a global bio-family linked through a
     universal spirit. In this context, the life of a worm is as valuable as a human baby.  And its no
     surprise that an Internet cybercemetery offers a final resting place for beloved "virtual pets."

     GOD'S WAY IN A PAGAN WORLD.  Contrary to the teachings of Al Gore, Native American
     writers, and others who tout a universal spirit in all parts of creation, God has given His people
     special moral responsibilities as well as a unique place in His creation. Our higher position came with
     commands to care for both trees and animals, wild ones as well as domestic, as He would.

     He also tells us to be humble, faithful, and kind to everyone -- even to our enemies.  But such love is
     only possible when we first love God. That means reading about His love in the Bible, trusting Him
     to fill us with His love, and choosing to follow Him no matter what happens.  (See our beliefs)

     The Digimon world and other popular Animes teach a different way of life.  Unlike Biblical
     Christianity, their ways fit right into the new global culture. Only when children learn God's Word,
     know what they believe, and choose to stand firmly on their convictions, will they be able to resist
     today's pressure to conform to the new beliefs.  To help clarify the differences and strengthen
     your child's faith, consider these contrasts:



 
 
 

Global Beliefs & Values Biblical Beliefs & Values
A permissive, impersonal god: "God's life and power is in everyone." more The personal God of the Bible: He loves me, saved me, lives in me, strengthens me...." 
Pride: "With this power, I can do anything."  Humility: "Apart from Christ I can do nothing." John 15:5
Contempt for parents: "They don't understand. It's up to us kids to fix the world." more Gratefulness toward parents: "Honor your father and your mother that it may be well with you." Ephesians 6:2
Loyalty to the group: "The group is more important than the person." more Loyalty to God: "We ought to obey God rather than men." Acts 5:29 
Follow group consensus: "I have to go along. I don't want to be different." more Follow God's Word: "Your Word is a lamp to my feet and a light to my path." Psalm 119:105
Trust your feelings. "I feel good when I do things that make others look up to me."  Trust God "with all your heart and lean not on your own understanding. In all your ways acknowledge Him, and He shall direct your pats." Proverbs 3:5-6

 

     When children learn to follow their feelings, conform to their peers, and trust themselves instead
     of God, they become like boats without anchor or rudder, drifting with each shifting wind of the
     popular culture.  Unaware of God's true character, they build their faith on cultural norms and
     images. Few even realize that they have rejected God.

     These children fit the goals of America's social engineers. (See Brainwashing and "Education Reform")
     They will rebel against their parents and join the masses that mock Christ and despise His
     friends.  Psalm 1 summarizes this downward slide toward a paganized distortion of Biblical
     Christianity.  It also illustrates God's upward call to an uncompromising life of victory. We do well
     to heed its warming and its promise:

"Blessed is the man who
Walks not in the counsel of the ungodly,
Nor stands in the path of sinners,
Nor sits in the seat of the scornful;
But his delight is in the law of the Lord,
And in His law he meditates day and night.
He shall be like a tree
Planted by the rivers of water,
That brings forth its fruit in its season,
Whose leaf also shall not wither;
And whatever he does shall prosper."
Psalm 1:1-3

BACK