THE LEAPING MATCH
by Ada M. Skinner · from Merry Tales
Adapted Version
Once, three friends lived in a land. They were Flea, Hopper, and Frog. They wanted to jump highest. They planned a jumping game.
A big party happened. The King came. He had a daughter, The Princess. The King said, "Best jumper marries my girl." She is a prize.
The Flea spoke first. He bowed to all. "I am very big," he said. "My folk is old. I live with people. I am special."
The Hopper came next. He wore green clothes. "My folk is very old," he said. "I sing very well. My song is good."
The Frog did not speak. He was very quiet. The Dog sniffed him. Dog thought, 'Good.' Old man watched. He thought, "The Frog is wise. He knows many things."
The King said, "I see all. I have my own thoughts." He watched all the jumpers.
The jumping game started. The Flea jumped first. He jumped very high. No one could see him. People said, "He did not jump."
The Hopper jumped next. He jumped high too. He landed near The King's crown. The King did not like this.
The Frog waited a long time. People thought he would not jump. Then, "Pop!" The Frog jumped. He jumped into The Princess's lap. She sat on a small gold chair.
The King smiled. He said, "My girl is the highest. Nothing is higher than her. The Frog jumped to her. He is very smart. He made the best jump."
The Frog won The Princess. He was the winner.
The Flea was angry. "I jumped highest," he said. "The King is wrong." He went to other lands.
The Hopper was sad. He sat on the grass. "The world is strange," he thought. "Smart ways win. Not just big jumps." He began to sing his song.
The Frog was very clever. He won the princess. The Flea and Hopper were sad. They learned that being smart is often better than just being loud.
Original Story
THE LEAPING MATCH
A flea, a grasshopper, and a frog once wanted to see which one of them could jump the highest. So they made a festival and invited the whole world and everybody else besides, who would like to come, to see the frolic. When the people assembled to see the contest they all admitted that these three famous jumpers were indeed well worth seeing.
“I will give the princess, my daughter, to the one who can jump the highest,” said the king. “The champion in such a trial of skill must be rewarded.”
The flea was the first to come forward. His manners were perfect and he bowed to the company on every side, for noble blood flowed in his veins; and, besides, he had been accustomed to associating with human beings, which was much to his advantage.
75The grasshopper came next. The green uniform, which he always wore, set off his figure very well. He carried himself with great dignity, for he belonged to a very old Egyptian family, he said, and was highly thought of in the house in which he lived.
In fact when he was brought out of the fields he was put into a card house, three stories high. The colored sides of the cards were turned in and the doors and windows were cut out of the Queen of Hearts. “It was built on purpose for me,” he said, “and I sing so well that sixteen crickets who had chirped all their life, and still had no card house to live in, were so angry at hearing me that they grew thinner than they ever had been before.”
In this way the flea and the grasshopper went on with their long praises, each thinking himself quite an excellent match for the princess.
76The frog said nothing, but his silence only made the people think he knew a great deal, and the house dog who sniffed at him walked away with an air of approval.
The old counselor who had issued three orders for keeping quiet, said at last, that the frog was a prophet, for one could tell from his back whether the coming winter would be severe or mild. Such wisdom could never be gained from the back of the man who writes almanacs.
“I shall say nothing,” said the king, “but I have my own opinion; for I see everything.”
And now the leaping match began. The flea jumped first. He jumped so high that no one could see what had become of him. So the people said he did not jump at all. How shameful it was of him after all his boasting!
The grasshopper jumped only half as high; but he jumped right into the king’s face. This act the king thought extremely rude.
The frog stood still for a long time; some 77began to think that he did not mean to jump at all.
“Perhaps he’s ill,” said the house dog; so he went up to sniff at the frog again; when “pop” he made a side jump which landed him right into the lap of the princess, who was sitting on a little golden stool.
“There is nothing in the world higher than my daughter,” called out the king. “The frog has made the highest jump that can be made. Only one who has a good mind could have done anything so clever as that.” And so the leaping frog won the princess.
“I jumped the highest,” said the flea, “in spite of what the king said, but the decision does not matter to me. The princess may have that heavy, stiff-legged, ugly creature if he’s to her taste. Dullness and heaviness win in this stupid world. I’m too light and airy.” So the flea went into foreign lands.
The grasshopper sat down upon a green bank and thought about the world and its ways. “Yes,” he said to himself, “dullness 78and heaviness do win in this stupid world. People care most about fine looks nowadays.” Then he began to sing in the grasshopper way; and from his song we have taken this little story.
Story DNA
Moral
True cleverness and strategic thinking often prevail over mere boastfulness and raw ability.
Plot Summary
A flea, a grasshopper, and a frog compete in a leaping match for the hand of the king's daughter. The flea boasts of his noble blood and jumps so high he disappears, while the grasshopper boasts of his lineage and jumps rudely into the king's face. The silent frog, perceived as wise, makes a clever side jump directly into the princess's lap, which the king declares the highest point. The frog wins the princess, leaving the boastful competitors to lament the world's ways.
Themes
Emotional Arc
anticipation to surprise and satisfaction
Writing Style
Narrative Elements
Cultural Context
This story, though attributed to Ada M. Skinner, is a retelling of Hans Christian Andersen's 'The Leaping Match', reflecting common European fairy tale tropes of royalty, contests, and moral lessons.
Plot Beats (13)
- A flea, a grasshopper, and a frog decide to have a leaping match.
- A festival is arranged, and the king offers his daughter, the princess, as a prize to the highest jumper.
- The flea boasts about his noble blood and association with humans.
- The grasshopper boasts about his ancient Egyptian family and luxurious card house, claiming his singing makes crickets envious.
- The frog remains silent, which leads the house dog and an old counselor to perceive him as wise and prophetic.
- The king states he has his own opinion and sees everything.
- The flea jumps first, going so high he becomes invisible, leading observers to conclude he didn't jump at all.
- The grasshopper jumps next, only half as high, landing rudely in the king's face.
- The frog waits, then makes a sudden side jump directly into the lap of the princess.
- The king declares the princess the highest point in the world, thus proclaiming the frog the winner for his clever jump.
- The frog wins the princess.
- The flea, disgruntled, claims he jumped highest but dismisses the decision and leaves for foreign lands.
- The grasshopper laments the world's ways, believing dullness and fine looks win, and begins to sing.
Characters
The Flea ◆ supporting
Extremely tiny, almost imperceptible to the human eye, with a hard, dark, segmented body designed for powerful leaps. Its small size makes it difficult to track visually.
Attire: Not applicable; natural chitinous exoskeleton.
Wants: To prove its physical prowess and win the princess, driven by a sense of noble entitlement.
Flaw: Its small size makes its impressive jump invisible to human observers, leading to its dismissal. Its arrogance blinds it to practical considerations.
Starts confident and boastful, ends bitter and resentful, believing the world is 'stupid' for not recognizing its true talent. It leaves for 'foreign lands' without changing its core beliefs.
Boastful, arrogant, refined (in its own estimation), dismissive of others, believes in its own superiority.
Image Prompt & Upload
A tiny, dark-bodied flea, no larger than a grain of sand, poised on its powerful hind legs, ready to spring. Its segmented body is a deep, glossy black, and its antennae are barely visible. It has a confident, almost smirking expression on its minuscule face. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
The Grasshopper ◆ supporting
A medium-sized insect with a slender, elongated body, predominantly green. It has powerful hind legs adapted for jumping and delicate, veined wings folded along its back.
Attire: Its natural green exoskeleton is described as a 'green uniform,' suggesting a sleek, tailored appearance.
Wants: To win the princess and gain recognition for its noble heritage and singing ability.
Flaw: Its pride leads it to believe its lineage and 'singing' are more important than its actual performance. Its jump is good but not exceptional enough to win.
Starts confident in its status and abilities, ends disillusioned and cynical about the world's values, believing 'dullness and heaviness' win. It retreats to its 'singing' as a form of solace.
Proud, dignified, boastful (though less overtly than the Flea), believes in its lineage and artistic talent, somewhat self-pitying.
Image Prompt & Upload
A slender, elegant grasshopper standing upright on its hind legs, facing forward, full body visible from head to toe. Its body is a vibrant emerald green, appearing like a tailored uniform. It has large, dark compound eyes and short antennae. Its posture is dignified and slightly stiff, with its forelegs held delicately. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
The Frog ★ protagonist
A squat, broad-bodied amphibian with smooth, moist, olive-green skin, possibly with darker mottling. It has large, bulging eyes and powerful, muscular hind legs. Its appearance is described as 'heavy, stiff-legged, ugly' by the Flea.
Attire: Not applicable; natural skin.
Wants: To win the princess by demonstrating true cleverness, rather than just raw jumping power. It seeks recognition for its wit.
Flaw: Its initial stillness and unassuming appearance lead others to underestimate it.
Starts as an underestimated, silent competitor and emerges as the clever victor, proving that intelligence can triumph over brute force or boastfulness.
Quiet, observant, intelligent, strategic, humble (or at least silent), pragmatic.
Image Prompt & Upload
A broad-bodied, olive-green frog with smooth, moist skin, sitting on its haunches, facing forward, full body visible from head to toe. It has large, golden-yellow bulging eyes and a wide, unsmiling mouth. Its powerful hind legs are slightly coiled, ready for a spring. Its posture is still and observant. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
The King ◆ supporting
A regal and authoritative figure, likely of mature age, with a commanding presence. His build would be solid, reflecting his position of power.
Attire: Rich, formal royal attire, possibly a deep crimson or royal blue velvet robe with gold embroidery, a heavy gold chain or medallion, and a jeweled crown. The fabric would be luxurious, such as silk or brocade.
Wants: To find a worthy suitor for his daughter, the Princess, and to reward true skill and intelligence.
Flaw: Initially seems swayed by outward appearances and boasts, but ultimately his judgment is sound.
Starts by setting a challenge and observing the contestants, and concludes by making a wise and unexpected judgment, demonstrating his sagacity.
Authoritative, observant, discerning, values cleverness over mere showmanship, somewhat unpredictable in his judgments.
Image Prompt & Upload
A mature, authoritative king standing upright, facing forward, full body visible from head to toe. He has a solid build, a neatly trimmed gray beard, and a discerning expression. He wears a deep crimson velvet robe with intricate gold embroidery along the hems and sleeves, a heavy gold chain with a large medallion around his neck, and a gleaming gold crown adorned with rubies on his head. His posture is regal and commanding. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
The Princess ◆ supporting
A young, graceful woman, likely of slender build, befitting a princess. Her features would be delicate and refined.
Attire: A beautiful, flowing gown made of fine silk or brocade, in a soft color like pale blue, rose, or ivory, possibly with delicate embroidery. Her attire would be elegant but not overly ostentatious for a festival setting.
Wants: To witness the leaping match and accept her father's chosen champion.
Flaw: Her role is largely passive; she is an object of the prize rather than an active participant.
Remains largely unchanged, serving as the prize for the contest.
Gentle, observant, perhaps a little reserved, but open to the outcome of the contest.
Image Prompt & Upload
A young, graceful princess sitting on a small, ornate golden stool, facing forward, full body visible from head to toe. She has delicate features, soft brown eyes, and long, dark brown hair styled in an elegant braid adorned with small pearls. She wears a flowing gown of pale blue silk with subtle silver embroidery along the neckline and sleeves. Her hands are clasped gently in her lap, and she has a serene expression. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
The House Dog ○ minor
A medium-sized dog, perhaps a hound or a sturdy breed, with a keen sense of smell. Its fur could be short and brown or mottled, giving it a practical, observant appearance.
Attire: Not applicable; natural fur coat.
Wants: To understand the characters and the events unfolding, driven by canine curiosity and instinct.
Flaw: Relies heavily on its sense of smell, which can sometimes lead to misinterpretations (e.g., sniffing the Frog for illness).
Remains consistent as an observant, minor character.
Observant, curious, discerning (in its own way), empathetic (shows concern for the Frog), practical.
Image Prompt & Upload
A medium-sized, short-haired brown dog standing on all fours, facing forward, full body visible from head to toe. It has alert, dark eyes and a wet black nose, which it holds slightly forward as if sniffing. Its tail is held in a relaxed curve. Its expression is intelligent and curious. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
The Old Counselor ○ minor
An elderly man, likely thin and stooped from years of service, with a wise and perhaps slightly weary demeanor. His hands might be gnarled with age.
Attire: Formal, conservative court attire, perhaps a long, dark wool tunic over a linen shirt, with a simple, unadorned cap or coif. His clothing would be practical and reflective of his scholarly role, not flashy.
Wants: To maintain order and offer his interpretation of events, drawing on traditional wisdom.
Flaw: Relies heavily on established signs and omens, potentially missing more subtle forms of intelligence.
Remains consistent as a voice of traditional wisdom.
Wise, traditional, values established knowledge and omens, somewhat pedantic (issuing orders for quiet).
Image Prompt & Upload
An elderly, thin man with a slightly hunched posture, facing forward, full body visible from head to toe. He has a deeply wrinkled face, kind but knowing deep-set eyes, and thin, wispy white hair. He wears a long, dark gray wool tunic over a simple cream linen shirt, with a plain, dark cap on his head. His hands are clasped in front of him, and his expression is thoughtful. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Locations
Royal Festival Grounds
An open, festive area where a large crowd has gathered, including a king, a princess, and various onlookers, to witness a leaping contest. The atmosphere is one of anticipation and formal entertainment.
Mood: Formal, expectant, celebratory, slightly tense with competition.
The main setting for the leaping match where the flea, grasshopper, and frog compete for the princess's hand.
Image Prompt & Upload
A wide, sunlit festival ground filled with a diverse crowd, all looking towards a central open area. In the foreground, a king sits on an ornate, gilded throne, with his daughter, the princess, beside him on a small, intricately carved golden stool. The ground is a mix of short, well-trodden grass and packed earth, with banners and colorful pennants fluttering gently in the background. The sky is a clear, bright blue with a few wispy clouds. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.
Princess's Lap
The soft fabric of the princess's dress, where the frog lands after his clever side jump. It is a place of unexpected victory and intimate proximity.
Mood: Surprising, triumphant, intimate.
The frog's landing spot, signifying his victory in the leaping match and the king's declaration.
Image Prompt & Upload
A close-up, low-angle view of a princess's lap, covered in a richly textured, flowing gown of fine silk or brocade, possibly in a soft pastel color. A small, green frog is poised triumphantly on the fabric. The princess's hands might be visible, resting near the frog, and the edge of a small, ornate golden stool can be seen beneath her. Soft, warm light illuminates the scene, highlighting the fabric's folds. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.
Grasshopper's Card House
A miniature, three-story house constructed from playing cards, with the colored sides turned inward. Doors and windows are cut out of a Queen of Hearts card, indicating a whimsical and somewhat fragile dwelling.
Mood: Quirky, self-important, delicate.
Described by the grasshopper as his grand residence, showcasing his vanity and perceived importance.
Image Prompt & Upload
A detailed close-up of a whimsical, three-story miniature house meticulously constructed from playing cards. The 'walls' are the colored, patterned backs of the cards, turned inward, creating a vibrant interior. Doors and windows are precisely cut out of a Queen of Hearts card, revealing tiny, intricate openings. The structure sits on a smooth, polished wooden surface, perhaps a tabletop, with soft, diffused light highlighting the card edges and textures. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.