General of the Three Kingdoms, Kongming had struggled his whole life, facing countless battles that made him into the accomplished strategist he was. So on his deathbed, he wished only to be reborn into a peaceful world... and was sent straight to modern-day party-central, Tokyo! Can even a brilliant strategist like Kongming adapt to the wild beats and even wilder party people?!
An evil force is looming across the dark, thick-aired streets of industrial revolution London when a group of heroes dubbed Unicorn are accidentally reawakened in the bodies of teenagers instead of adult hosts they’ve embodied in the past.
Robai Private Academy is a well-known girls’ junior high school in the countryside. Komichi Akebi is a girl who, for a certain reason, has dreamed of wearing a Robai Academy sailor uniform. Her dream comes true, and her heart races as the day of the school entrance ceremony arrives. With her heart set on her new sailor uniform, Komichi embarks on the junior high school life of her dreams. Komichi dashes headlong through days full of “firsts”—classmates, school lunches, club activities, and more—in this sparkling diary of girlhood. “I hope I can make a lot of friends.”
Whether at the office or at home, corporate drone Yuji Sano works all the time. So when his home PC flashes a message about him being summoned to another world, Yuji restarts his machine…only to find that he’s inadvertently accepted the summons! Now in a fantasy world far removed from paperwork and computers, Yuji has just one thing on his mind: waking up from what he thinks is a dream and getting back to the mountain of work he left behind! But this other world has other plans for Yuji, who quickly discovers his Monster Tamer character class allows him to befriend slimes! And thanks to their number, those slimes help him absorb so much magical knowledge that he gains a second character class in the blink of an eye! How will Yuji wield his power now that he’s the greatest sage the realm has ever known?! And what about all that paperwork?!
Neku awakens in the middle of Shibuya's bustling Scramble Crossing with no memory of how he got there. Little does he know, he's been transported to an alternate plane of existence known as the Underground. Now an unwilling participant in the mysterious "Reapers' Game," Neku must partner up with a girl named Shiki in order to survive...
In the beautiful land of Astraea where a gentle breeze blows, a young man named Yuuki awakens with no memory of his past. There he encounters a guide who has sworn to care for him—Kokkoro, a lovely swordswoman who's always feeling peckish—Pecorine, and a cat-eared sorceress with a prickly attitude—Karyl. Led by fate, these four come together to form the "Gourmet Guild." And so their adventure begins...
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.
Oscar and Hedgehog are dropped off at a strange summer camp, full of fantastical things ranging from magical camp counselors to sticky notes that are portals to other dimensions.
The story is about a teenage boy who happens to be a shougi master. One day, a nine-year-old girl turns up at his house, requesting to be taken as his disciple. From there, all kinds of wacky hijinks ensue.
After losing both parents in a fatal plane crash, teenager Ryuuichi Kashima must adjust to his new life as the guardian of his younger brother Kotarou. Although Ryuuichi is able to maintain a friendly and kindhearted demeanor, Kotarou is a reserved toddler still too young to understand the reality of the situation. At their parents' funeral, they are approached by Youko Morinomiya, the stern chairman of an elite academy, who decides to take them under her care.
However, there is one condition Ryuuichi must fulfill in exchange for a roof over their heads and enrolment in the school—he must become the school's babysitter. In an effort to support the female teachers at the academy, a babysitter's club was established to look after their infant children; unfortunately, the club is severely short-staffed, so now not only is Ryuuichi responsible for his little brother, but also a handful of toddlers who possess dynamic personalities.
Asahi Kuromine is a high school student who supposedly cannot keep a secret. One day he spots his crush Yoko Shiragami, unfurling a large pair of wings from her back. She explains to him that she is a vampire and is only able to attend a normal school on the condition that no one discover her true identity. Asahi swears to keep her secret but finds it hard to maintain seeing as how Yoko herself is an airhead and Asahi's friend Mikan keeps bullying the two of them.
A gate to another dimension has burst open, and from it emerge gigantic invincible creatures that threaten all of humanity. Earth's only defense is a mysterious group of warriors who have co-opted the alien technology in order to fight back!
Sanjay and Craig is an American animated television series produced by Nickelodeon. The show is about a 12-year-old boy named Sanjay Patel who owns a talking pet snake named Craig.
Toru Acura is a 20-year-old retired soldier meandering through life now that the war has ended. He encounters Chaika Trabant, a 14-year-old sorceress carrying a coffin, and follows her in hopes of finding meaning to his life again. The two travel with Toru's adopted sister, Akari, the employed member of the group and thus Toru's source of income.
Hikaru ShindÅ is just a normal 12-year-old boy, but one day he's rummaging through his grandfather's things to see if he can find something to sell and pulls out an old go board. A ghostly apparition appears out of the board and tells Hikaru his sad story. His name is Fujiwara no Sai, a man who was a go instructor to the emperor of Japan a thousand years ago. However, because of the bad sportsmanship of his opponent during a game, Sai was accused of cheating and banished from the city. With no livelihood or any other reason to live, Sai committed suicide by drowning himself. Now, he haunts a go board, and wants to accomplish the perfect go game, called the "Hand of God" which he hopes to do through Hikaru. If Hikaru will be able to do it or not (or even wants to) will have to be seen.
Shu is a typical Japanese boy, but has an unbeatable, optimistic and determined attitude. However, when he sees a mysterious girl with strange eyes named Lala-Ru up on a smokestack, he is soon pulled into a strange desert world. Shu soon discovers the true terrors of war, which includes genocide, brutal torture, hunger, thirst, and child explotation. Now Shu is trying to save Lala-Ru, as well as his hard earned, and often relunctant, new friends from the insane dictator, Hamdo. Whether Shu can possibly accomplish saving those he cares about while still holding up to his values remains to be seen.
Anne Shirley is a freckle-faced, red-haired girl, who grows up in an orphanage having lost her parents at a very early age. Anne is always cheerful and fun-loving despite being brought up without love or affection. When she turns 11, she is adopted by the old farmer Matthew Cuthbert and his sister Marilla. Anne starts her new life with Matthew and Marilla at a farm called "Green Gables", but actually the Cuthberts wanted a boy who could help with their work on the farm... Overcoming many hardships and meeting many friends and people, Anne grows up to be a strong-minded woman.
The Smeshariki are stylized rounded animals. Each of the nine characters has a unique personality and a range of interests with no negative characters among them. Plots are built not on the battle of opposing forces but on the unexpected situations the animated characters stumble upon in their interactions deemed similar to the ones that children may encounter in their everyday lives. Many of the topics foreground the guidance that friendship and community provide to the individual making his or her way in the world. Complex themes and specific cultural references place this cartoon firmly within the Russian tradition of animation. Much attention was devoted to the humor in the series, some of which has attracted adults as well.