Fubuki is a girl whose only goal in life is to be the best...at arcade games! She's not much good at sports, but when it comes to arcades, Fubuki's a whiz with special super-powers. When an evil organization steals her powers to gain world domination, Fubuki's dream of winning the World Championship is in danger! She and her friends must battle the wackiest bunch of video game villains ever in a quest to make playing games fun again.
Josh, Alex, Campbell, and Gretel are four ordinary kids who are thrown together when they discover the Silver Shadow, a long-forgotten dead superhero. Although defeated in the 1950s by his arch enemy, The Crab, the Silver Shadow lives on as a digital recording in an old computer. Reactivated by the kids, the Shadow convinces them to take up his battle against evil and injustice.
Mobile Land is an island where vehicles live. Carl arrives on the island and starts working as a delivery boy. He delivers packages to all kinds of vehicles. Ruster sometime gets in the way and is always trying to turn everyone into rust, but Carl works hard at his deliveries.
Madness and unawakening sleep, Randolph syndrome. This new illness is slowly but steadily approaching humanity, caused by the huge underground world Asylum that appeared in Antarctica. There are strange creatures different from the earth, and unknown resources. People bet their lives on the depths of the mysterious new world to get huge wealth, organizational plots, or their own ambitions. And here alone, a young man with a wish in his heart is trying to challenge the front line of Asylum.
In 2030, Japan. A virus has infected humans throughout the world. Infected people turn into different forms of monsters based on their ages, sexes and races. The virus is named 'Gibia' - after being rich in variety like gibia. Just then, a pair of samurai and ninja appeared in such a blighted wasteland of Japan. They both traveled from the early Edo period, fighting together with help from a doctor who tries to find cure for Gibia. Facing ceaseless attacks from Gibias, and outlaws that attack travelers for food, they start the dangerous journey with enemies all around.
Amnesiac Caiman seeks to undo his lizard head curse by killing the sorcerer responsible, with his friend Nikaido's help. In the Hole, that's a threat.
The stage is Sapporo, Hokkaido. One night, our heroine, Minare Koda, spills her heartbroken woes to a radio station worker she meets while out drinking one night. The next day, she hears a recording of her pitiful grumbling being played live over the air. Minare storms into the station in a rage, only to then be duped by the station director into doing an impromptu talk show explaining her harsh dialogue. With just one recording, the many eccentric facets of Minare's life begin to pull every which direction as she falls ever deeper into the world of radio.
After catastrophic earthquakes devastate Japan, one family's resolve is tested on a journey of survival through the sinking archipelago.
When mythical creatures come to life, it's up to Leo Teodora, Don Andrés and Alebrije -- super-secret monster hunters -- to save the day
During the back-end of the 19th century, the genius but socially awkward engineer Sorano Appare and the wise yet cowardly samurai Isshiki Kosame find themselves drifting in the sea between Japan and America. With no money, the duo decide to enter the Trans-America Wild Race to win the prize money so they can get home. The two encounter rivals, bandits, and challenges in the wilderness as they race through America, from the starting line in Los Angeles to the finish line in New York, in the steam-powered car they built.
Few people know the truth: the world is safe thanks to the Magical Girls who are forced to slay Witches. Even though these girls are putting their lives on the line for a wish, rumors say they can be saved in Kamihama City. That’s where Iroha Tamaki is headed in search of answers; she can’t remember the wish she made to Kyubey.
On Earth in the near future, humanity faced imminent destruction from mysterious giant creatures known as "Huge." The entire world unites against the Huge, and successfully develops weaponry known as "CHARM" (Counter Huge Arms) by combining science and magic. CHARM exhibits high rates of synchronization with teenaged girls, and the girls who use CHARM are viewed as heroes called "Lilies." Throughout the world, "Garden" military academies are established to train Lilies to face the Huge and to serve as bases to protect and guide people. Riri Hitotsuyanagi managed to pass the exam to enter the prestigious Garden known as Yurigaoka Girls' School. She entered in an attempt to find Yuyu Shirai, a girl who rescued her in her past. This is a story about Riri and other girls who aim to become Lilies at one such Garden.
Into every generation a slayer is born: one girl in all the world, a chosen one. She alone will wield the strength and skill to fight the vampires, demons, and the forces of darkness; to stop the spread of their evil and the swell of their number. She is the Slayer.
Space Sentinels is a Saturday morning animated series produced by Filmation which debuted on the American NBC network on September 10, 1977 and ran for thirteen half-hour episodes. The series has been called "ahead of its time" due to its racially diverse cast of main characters. In this series, the Roman mythological figures Hercules and Mercury are joined by Astrea, a character created specifically for the series, to form a superhero team to protect mankind. The complete series was released on Region 1 DVD on August 22, 2006, along with the complete series of The Freedom Force.
Mr. Fantastic, the Invisible Woman, the Human Torch, and the Thing battle some of their greatest foes, including Doctor Doom, Ronan the Accuser, the Multiple Man, and Mole Man.
Popo, and his family were harmoniously living with the insects in the forest until one day when his father left him and gave him a mysterious pendant with magical powers. Now, with mysterious events happened to his mother, he must travel with his newly found companions to the forest to solve the mysteries bound in the east.
Four turtles fall into the sewers and are befriended by Hamato Yoshi a Japanese man sent to New York who was forced to live in the sewers. One day he sees a strange green glow which transforms the four turtles into human-like creatures. Hamato (now Master Splinter) changes into a giant rat from the green glow and teaches the turtles the skills of the ninja as they team up with news reporter April O'Neil to battle against Yoshi's arch enemy Shredder and Krang, an alien warlord from Dimension X.
The Fountain of Life is the source of all life forces in the Bosco World. Princess Apricot, who is supposed to become Queen of Fountainland-the Guardian of the Fountain of Life-is kidnapped by villains who aim to rule the Bosco World. If Princess Apricot can't take the queen's throne by the next solar eclipse, the Fountain of Life will dry up. The animals living in the forest of Bosco, including Frog, Otter and Tortoise, decide to help Princess and take her to Fountainland in order to protect their peaceful life in the Bosco World. So begins the journey in a balloon full of dreams, hope, adventures, and love!
The alien invader Goa plots to conquer planet Earth. He first warns the Murakami family (father Atsushi, mother Tomoko, and son Mamoru) of their invasion, and demonstrates his powers by transporting them to a prehistoric jungle and destroying a giant dinosaur before their very eyes. But they will not agree to surrender to Goa, so hope comes in the form of Magma, an armored, golden giant with long hair and antennae. He and his human-sized wife Mol — both created by the wizard Earth — are sent to defend our world against Goa. They befriend Atsushi and Mamoru, the latter has Magma emotionally touched since he wanted to have a child with Mol, so Earth creates a duplicate of Mamoru, named Gam Earth, and gives Mamoru a whistle, with which he can call Gam, Mol, and Magma in times of crisis. So when Goa unleashes his various daikaiju, chances are, Magma, Mol, and Gam will fly to the rescue.
Examines the dawn of the comic book genre and its powerful legacy, as well as the evolution of the characters who leapt from the pages over the last 75 years and their ongoing worldwide cultural impact. It chronicles how these disposable diversions were subject to intense government scrutiny for their influence on American children and how they were created in large part by the children of immigrants whose fierce loyalty to a new homeland laid the foundation for a multi-billion-dollar industry that is an influential part of our national identity.