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^ キャプテン翼 ライジングサン 1 (in Japanese). Shueisha.
Archived from the original on November 7, 2022. Retrieved November 7, 2022. ^ キャプテン翼 ライジングサン 19 (in Japanese). Shueisha. Archived from the original on February 26, 2012. Retrieved
March 17, 2008. ^ 幽・遊・白書 19 [Yū Yū
Hakusho 19] (in Japanese). Shueisha. Archived from the original on February 26, 2012.
After Hiashi gave a similar explanation to Naruto's about the unlikeliness of Boruto's powers being the Byakugan, he decided to test his grandson with a sparring match. Boruto sparring with Hanabi. Hanabi then stepped in, insisting to spar Boruto herself, which was agreed. Quickly, the heiress showed her might, easily overwhelming Boruto and countering all his assaults and tactics. Hanabi began
mocking Boruto into revealing his speculated Byakugan. While Boruto's performance forced Hanabi to fight more seriously, he was ultimately defeated soundly. This led everyone, including Boruto to sadly conclude that he in
fact did not awaken his Byakugan. Afterwards, it was decided for Boruto and his family to stay the night. After dinner, Boruto began pouting alone, wondering if his dream from earlier was meaningless. Hanabi then approached him, seeing how down he was. Realising that Boruto's goals weren't just about proving himself to his father, but also a personal problem, she insisted that Boruto continue trying to figure out on his own and only ask for help after he tried his hardest.
The man chosen to run SNK's American operation was none other than John Rowe, eventual founder of Tradewest and current president and CEO of Sammy Studios. Perhaps SNK should thank Rambo for making Ikari Warriors such a huge hit. Riding high on the success of Vanguard, SNK shifted its focus solely toward the development and licensing of video games. Between 1979 and 1986, SNK produced a grand
total of 23 stand-alone arcade games. Highlights during this period include Mad Crash (1984), an isometric shoot-'em-up similar in style to Sega's Zaxxon; Alpha Mission (1985), a wildly popular vertically scrolling shooter; and Athena (1986), a side-scrolling platform game that would ultimately gain a large following when it was ported to the NES in 1987. Far and away, the company's most successful game during this time frame was Ikari Warriors. The game was released in 1986, and arcade-goers flocked to this relatively new style of shoot-'em-up, which took you out of the worn-out and hackneyed spaceship motif and put you in control of mercenaries battling it out against enemy soldiers in a jungle setting. Movies like Rambo: First Blood Part II were all the rage at the box office, and players were eager to spend their quarters to mow down soldiers, toss grenades, and seek cover in foxholes just like John Rambo was doing on the silver screen. Ikari Warriors was so popular that it was eventually licensed and ported to the Atari 2600, Atari 7800, Commodore 64, Commodore Amiga, and NES video game consoles. SNK followed up Ikari Warriors with two sequels, Victory Road (also in 1986) and Ikari III: The Rescue in 1989. Although SNK is best known today for its arcade beat-'em-ups--most notably the King of Fighters series--many people first fell in love with the company back in the mid to late 1980s, when its games began to appear on the
Nintendo Entertainment System.