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What I believe, though, that makes this series so special is its originality. Getting to know the 'backstage' of digital media in Japan is so interesting. And it shows us everything. From idols, to streamers, to actors. Obviously, it has its problems, but I do not think that it is supposed to be 100% accurate. The plot needs to be different than your average idol anime. And it is. While, as I mentioned before, the reason for the obsession with Ai is not really believable, you kind of get used to it. You accept it. And when you do, the show's purpose starts to shine. I have already read the manga and I must say, it surprised me.

02. —†For current-season shows in the streaming library only**Switches from Live TV to Hulu take effect as of the next billing cycleAvailable Add-onsAdd-ons available at an additional cost.
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Archived from the original on August 1, 2016. Retrieved July 30, 2016. ^ "Kuroko's Basketball Last Game Anime Film Opens on March 18". Anime News Network. November 21, 2016. Archived from the original on November 21, 2016. Retrieved November 21, 2016. ^ "Kuroko's Basketball Last Game Anime Film Reveals Teaser Visual, Story, Returning Staff". Anime News Network. September 3, 2016. Archived from the original on November 8, 2020. Ludington Daily News. February 14, 1995. Archived from the original on May 22, 2016. Retrieved October 20, 2016. ^ Misiroglu, Gina; Roach, David A. (2004). Forbidden Animation: Censored Cartoons and Blacklisted Animators in America. McFarland & Company. p. 111. ISBN 978-0-7864-2032-2.
Unfortunately, the home market was still reeling from the fallout caused by the legendary video game crash of 1983, and major players, such as Atari and Mattel, were more occupied with lawsuits than with the marketing and production needs of their flailing consoles. Nevertheless, one console manufacturer in particular seemed to weather the crash fairly unscathed: Nintendo. SNK signed up to become a third-party licensee for Nintendo's Family Computer (Famicom) system in 1985 and opened a second branch in the United States--this time in Torrance, California (near Los Angeles)--shortly after the Nintendo Entertainment System was introduced. This new branch was called SNK Home Entertainment and would handle the distribution and marketing of the company's products for home consoles, such as the NES. By this time, John Rowe had left the coin-op branch to form his own company--Tradewest, which would later market SNK's Ikari Warriors series in North America. Subsequently, both halves of the company were now being presided over by Paul Jacobs, who is notable primarily for having helped launch the company's innovative NeoGeo hardware in North America during the early 1990s.