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[32] Kawamoto initially based Ein's design on a friend's pet corgi, later getting one himself to use as a motion model. [34][35] Production[edit] Series director Shinichirō Watanabe at the 2009 Japan Expo Cowboy Bebop was developed by animation studio Sunrise and created by Hajime Yatate, the well-known pseudonym for the collective contributions of Sunrise's animation staff. The leader of the series' creative team was director Shinichirō Watanabe, most notable at the time for directing Macross Plus and Mobile Suit Gundam 0083: Stardust Memory. Other leading members of Sunrise's creative team were screenwriter Keiko Nobumoto, character designer Toshihiro Kawamoto, mechanical art designer Kimitoshi Yamane, composer Yoko Kanno, and producers Masahiko Minami and Yoshiyuki Takei. Most of them had previously worked together, in addition to having credits on other popular anime titles. Nobumoto had scripted Macross Plus, Kawamoto had designed the characters for Gundam, and Kanno had composed the music for Macross Plus and The Vision of Escaflowne. Yamane had not worked with Watanabe yet, but his credits in anime included Bubblegum Crisis and The Vision of Escaflowne. Minami joined the project as he wanted to do something different from his previous work on mecha anime. [23][33] Concept[edit] Cowboy Bebop was Watanabe's first project as solo director, as he had been co-director in his previous works. [36] His original concept was for a movie, and during production he treated each episode as a miniature movie. [37][38] His main inspiration for Cowboy Bebop was the first series of the anime Lupin III, a crime drama focusing on the exploits of the series' titular character.The marketing team was jubilant, proudly announcing that the NeoGeo Pocket Color had reached 2 percent market share in the US compared to the Game Boy Color's massive share. That number wasn't enough to send Nintendo running for cover, but it was enough for SNK USA to eke out a profit and enough to convince Toys "R" Us to begin placing demo kiosks in its stores. Metal Slug: 2nd Mission came out in late May and sold out its entire initial run of 10,000 copies. Fans were looking forward to Last Blade, Faselei!, and Dynamite Slugger in June and to Evolution and Cotton in July. The most eagerly awaited was Faselei!, which was a mech robot strategy game that completely flexed the graphical and audio capabilities of the tiny NGPC. Digital music is common in handheld games these days, but back then, Faselei!'s MP3-quality intro music was a wake-up call. Sadly, the June honeymoon would not come. Faselei! was a great turn-based strategy game with a cool MP3 intro. It never came out in America. On June 11, 2000, rumors began surfacing on the Internet that SNK would be pulling out of the US and European markets. Admittedly, while the NGPC was beginning to reach a watershed mark in the US, it was failing miserably in Japan.
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