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6/10 (3. 9K)RateS3. E2 ∙ Yoriichi Type ZeroSun, Apr 16, 2023When Tanjiro, who heard about the existence of a secret weapon
from Mitsuri, was exploring the mountains, he stumbles upon Muichiro and a boy of the village arguing over something. 7. 3/10 (2. 8K)RateS3. E3 ∙ A Sword from Over 300 Years AgoSun, Apr 23,
2023With Kotetsu's guidance and training, Tanjiro learns a new ability to understand Yoriichi Type Zero's next movements. During the training, the mechanical doll is
broken by Tanjiro revealing a sword from more
than 300 years ago. 8. 4/10 (3K)RateS3. E4 ∙ Thank You, TokitoSun, Apr 30, 2023Hantengu's head is slashed by Muichiro and he splits into two clones.
5 million copies. The
imprint version of Slam Dunk: 10 Days After was popular, having initially ranked 6th and then 15th in Oricon's weekly ranking of manga. The English translation of the series was listed as one of the best comics of 2008 by Publishers Weekly. Similarly, the Young Adult Library Services Association named the first volume one of its "Great Graphic Novels for Teens" in early 2009. The success of Slam Dunk is cited as an influence in the increased popularity of basketball among the Japanese youth during the 1990s. The Slam Dunk Scholarship program was created in 2006 by Inoue and Shueisha. The winning 17-18 year old recipient receives a fully paid academic and athletic scholarship to a university-preparatory school in America if
they pass the school's admission interview. In 2010, Inoue received special commendations from the Japan Basketball Association for helping popularize basketball in Japan and the scholarship program. In a poll of close to 79,000 Japanese fans for the 10th Japan Media Arts Festival in 2006, Slam Dunk was voted the #1 manga of all time. In the Japanese government's 2009 Media Arts 100 Poll of the public's favorite works of art of all time, Slam Dunk took first place in the manga division. In a survey from Oricon in 2009, it was ranked first as the manga that fans wanted to be turned into a live-action film.
[23] The Adventure saw a Game Boy sequel, Castlevania II: Belmont's Revenge, in 1992 and a remake, Castlevania: The Adventure ReBirth, developed by M2 for the WiiWare service in 2009. [15] The franchise's first 16-bit
home console game, Super Castlevania IV, was released for the Super Nintendo Entertainment System (SNES) in 1991. [6] A Castlevania title for the Sharp X68000 home computer was released in Japan in 1993 and would not be available in English until Castlevania Chronicles (2001) for the PlayStation. [24] During the same year, Castlevania: Rondo of Blood was released for the PC Engine and was not localized in English until it was included with Castlevania: The Dracula X Chronicles (2007) for the PlayStation Portable. [15] The first Castlevania produced for a CD-ROM, Rondo of Blood featured Red Book audio and fully voiced dialogue. [25] The game's content would be
reused in Castlevania: Dracula X, a game for the SNES in 1995. [24] Castlevania: Bloodlines (1994) was the first Castlevania entry produced for a Sega console, the Genesis. It would not be re-released until 2019 as part of the Castlevania Anniversary Collection. [26][27] In 1997, Castlevania: Symphony of the Night and Castlevania Legends were launched for the PlayStation and Game Boy, respectively. [15] Symphony of the Night introduced a major change to the gameplay, incorporating role-playing elements and a nonlinear map that the player could freely explore, which was previously seen in Simon's Quest and Nintendo's Metroid series. [19][28] Elements of Symphony of the Night would influence the gameplay of future titles, beginning with the Game Boy Advance entries Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow, which were released from 2001 to 2003.