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In hindsight, one could argue that SNK's unwavering focus on the NeoGeo MVS/AES tandem was a situation of putting too many eggs in one basket. Like it or not, games for the Super NES and Sega Genesis were getting better all the time, and people were beginning to pour their hard-earned dollars back into new games to play at home instead of into the coin slots down at the local arcade. Hard times were on the horizon, but to the company's credit, SNK didn't completely ignore the 16-bit console market. Samurai Shodown came to the Super NES without scaling graphics, and all of the blood was removed. Realizing that many game players couldn't afford the pricey NeoGeo AES and would happily "settle" for weaker versions of the system's games on the Super NES or Sega Genesis, SNK of Japan penned a licensing deal with Takara. To those of us in the English-speaking world, Takara is best known as the toy manufacturer responsible for the production of Hasbro's massively successful Transformers line.

5, a remake of Guilty Gear X; Guilty Gear Isuka, a four-player version of Guilty Gear X; and Rumble Fish, a new fighting game developed by Dimps, a studio that consists of former Capcom and SNK fighting game developers. King of Fighters for the Atomiswave is still in development. 2004 and Beyond Watch for these games from SNK Playmore in 2004 and beyond. February 2004: Metal Slug 5 (NeoGeo)
March 2004: King of Fighters 2002 (PS2, Japan)
March 2004: King of Fighters 2003 (NeoGeo)
April 2004: Samurai Shodown 5 Special (Arcade)
May 2004: Metal Slug 3 (Xbox)
August 2004: Metal Slug: Cyber Mission (GBA)
Fall 2004: SNK vs. Capcom: SVC Chaos Live (Xbox)
Q4 2004: Samurai Shodown 5 (PS2, Japan)
2005: Samurai Shodown 5 (Xbox) Even if SNK Playmore plans to withdraw from arcades, the company is still very much committed to developing and marketing software for the lucrative home console market--a market that achieved $16 billion in sales during 2002 alone. SNK vs. Capcom: SVC Chaos is already playable in arcades and Japan on the PS2 in Japan. It's coming to North America for the Xbox console in fall 2004, with Xbox Live support. SNK Playmore has produced versions of King of Fighters 2002, Metal Slug 3, and SNK vs. Capcom: SVC Chaos for the PlayStation 2 in Japan. Samurai Spirits Zero (Samurai Shodown 5 to those of us in North America) will make its way to the PS2 also.

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09. ^ "Crunchyroll: Jojo's Bizarre Adventure Part 4 Manga Gets TV Anime". Anime News Network. October 24, 2015. Archived from the original on October 25, 2015. Retrieved October 25, 2015. ^ a b "Jojo's Bizarre Adventure Part 5: Golden Wind Manga Gets TV Anime in October". Anime News Network. Archived from the original on June 21, 2018. Retrieved October 6, 2019. ^ 「ジョジョ」第6部「ストーンオーシャン」アニメ化!徐倫役はファイルーズあい(動画あり / コメントあり). Retrieved January 16, 2024. ^ Loveridge, Lynzee; Morrissy, Kim (December 4, 2019). "Demon Slayer, Dr. Stone, Zombie Land Saga Buzzwords Make Gadget Tsūshin 2019 List". Anime News Network. Archived from the original on December 8, 2019. Retrieved December 14, 2019. ^ a b "Jason Thompson's House of 1000 Manga - Jojo's Bizarre Adventure". Anime News Network. Archived from the original on April 22, 2012. Retrieved December 29, 2012.
[18] Kage-e was popular during the Edo period and originated from the shadow plays of China. [18] Magic lanterns from the Netherlands were also popular in the eighteenth century. [18] The paper play called kamishibai surged in the twelfth century and remained popular in the street theater until the 1930s. [18] Puppets of the Bunraku theater and ukiyo-e prints are considered ancestors of characters of most Japanese animation. [18] Finally, manga were a heavy inspiration for anime. Cartoonists Kitzawa Rakuten and Okamoto Ippei used film elements in their strips. [18] Pioneers A frame from Namakura Gatana (1917), the oldest surviving Japanese animated short film made for cinemas Animation in Japan began in the early 20th century, when filmmakers started to experiment with techniques pioneered in France, Germany, the United States, and Russia. [19] A claim for the earliest Japanese animation is Katsudō Shashin (c. 1907),[20] a private work by an unknown creator. [21] In 1917, the first professional and publicly displayed works began to appear; animators such as Ōten Shimokawa, Seitarō Kitayama, and Jun'ichi Kōuchi (considered the "fathers of anime") produced numerous films, the oldest surviving of which is Kōuchi's Namakura Gatana. [22] Many early works were lost with the destruction of Shimokawa's warehouse in the 1923 Great Kantō earthquake.