Tanaka-kun is always in a state of blissful lethargy, with a desire to be as listless as possible. Now, if only his responsible classmate, Ohta, would leave him alone to laze in peace!
Ben Makuch travels the world to meet with hackers, government officials, and dissidents to investigate the ecosystem of cyberwarfare.
Boohbah was a children's television show. It premiered in 2003 on ITV in the United Kingdom, and on 19 January 2004 in the United States on PBS until 2 July 2006. It was created by Anne Wood with scripts by Alan Dapre and Robin Stevens. Anne Wood also created the children's show Teletubbies, and Boohbah is produced by the UK's Ragdoll Ltd. and the USA's PBS Kids. The similarity between this show and Teletubbies, both of which have a "science fiction" theme, is notable. One of the show's trademarks is a child's voice pronouncing the show's name in sing-song. "Boohbah" means "doll" in Hebrew, but it is not clear if this influenced the name of the show, or even if the creators are aware of this.
After swearing off music due to an incident at the middle school regional brass band competition, euphonist Kumiko Oumae enters high school hoping for a fresh start. As fate would have it, she ends up being surrounded by people with an interest in the high school brass band. Kumiko finds the motivation she needs to make music once more with the help of her bandmates, some of whom are new like novice tubist Hazuki Katou; veteran contrabassist Sapphire Kawashima; and band vice president and fellow euphonist Asuka Tanaka. Others are old friends, like Kumiko's childhood friend and hornist-turned-trombonist Shuuichi Tsukamoto, and trumpeter and bandmate from middle school, Reina Kousaka. However, in the band itself, chaos reigns supreme. Despite their intention to qualify for the national band competition, as they currently are, just competing in the local festival will be a challenge—unless the new band advisor Noboru Taki does something about it.
Follow the adventures of three ordinary girls as they make life’s awkward moments a thousand times worse. Along with a colorful bunch of classmates, they learn their most important lessons the hard way. Meanwhile down the street, a pocket-sized professor makes life difficult for a robot who just wants to be normal. But normal is the last thing you can expect in a town where salmon falls from the sky. In fact, the only thing you can count on is your friends, but even they are totally weird.
Reality quickly unravels when antisocial Yukiteru is called into a death match against 11 other mentally scarred individuals. Each player has a prophetic device tuned to their personality, giving them control over their future—and the fate of their foes.
One day, Naho Takamiya receives a letter written to herself from ten years in the future. As Naho reads on, the letter recites the exact events of the day, including the transfer of a new student into her class named Kakeru Naruse. The Naho from ten years later repeatedly states that she has many regrets, and she wants to fix these by making sure the Naho from the past can make the right decisions—especially regarding Kakeru. What's more shocking is that she discovers that ten years later, Kakeru will no longer be with them. Future Naho asks her to watch over him closely.
In the distant future, mankind has lived quietly and restlessly underground for hundreds of years, subject to earthquakes and cave-ins. Living in one such village are 2 young men: one named Simon who is shy and naïve, and the other named Kamina who believes in the existence of a “surface” world above their heads.
So exactly what’s going to happen when Hachiman Hikigaya, an isolated high school student with no friends, no interest in making any and a belief that everyone else’s supposedly great high school experiences are either delusions or outright lies, is coerced by a well meaning faculty member into joining the one member “Volunteer Services Club” run by Yukino Yukinoshita, who’s smart, attractive and generally considers everyone in her school to be her complete inferior?
A group of friends have customized their microwave so that it can send text messages to the past. As they perform different experiments, an organization named SERN who has been doing their own research on time travel tracks them down and now the characters have to find a way to avoid being captured by them.
When Kouichi arrives at his new school, he immediately senses something frightening in the atmosphere of his new class, something that no student wants to talk about and that seems to be related to a mysterious and silent girl.
Satoru Fujinuma is a struggling manga artist who has the ability to turn back time and prevent deaths. When his mother is killed he turns back time to solve the mystery, but ends up back in elementary school, just before the disappearance of his classmate Kayo.
Surrounded by a forest and a gated entrance, the Grace Field House is inhabited by orphans happily living together as one big family, looked after by their "Mama," Isabella. Although they are required to take tests daily, the children are free to spend their time as they see fit, usually playing outside, as long as they do not venture too far from the orphanage — a rule they are expected to follow no matter what. However, all good times must come to an end, as every few months, a child is adopted and sent to live with their new family... never to be heard from again. However, the three oldest siblings have their suspicions about what is actually happening at the orphanage, and they are about to discover the cruel fate that awaits the children living at Grace Field, including the twisted nature of their beloved Mama.
The “Seven Deadly Sins”—a group of evil knights who conspired to overthrow the kingdom of Britannia—were said to have been eradicated by the Holy Knights, although some claim that they still live. Ten years later, the Holy Knights have staged a Coup d'état and assassinated the king, becoming the new, tyrannical rulers of the kingdom. Elizabeth, the king's only daughter, sets out on a journey to find the “Seven Deadly Sins,” and to enlist their help in taking back the kingdom.
Seven noble families fight for control of the mythical land of Westeros. Friction between the houses leads to full-scale war. All while a very ancient evil awakens in the farthest north. Amidst the war, a neglected military order of misfits, the Night's Watch, is all that stands between the realms of men and icy horrors beyond.
Hundreds of cash-strapped players accept a strange invitation to compete in children's games. Inside, a tempting prize awaits — with deadly high stakes.
When a young boy vanishes, a small town uncovers a mystery involving secret experiments, terrifying supernatural forces, and one strange little girl.
Inexperienced Otis channels his sex therapist mom when he teams up with rebellious Maeve to set up an underground sex therapy clinic at school.
Wednesday Addams is sent to Nevermore Academy, a bizarre boarding school where she attempts to master her psychic powers, stop a monstrous killing spree of the town citizens, and solve the supernatural mystery that affected her family 25 years ago — all while navigating her new relationships.
Walter White, a New Mexico chemistry teacher, is diagnosed with Stage III cancer and given a prognosis of only two years left to live. He becomes filled with a sense of fearlessness and an unrelenting desire to secure his family's financial future at any cost as he enters the dangerous world of drugs and crime.
World peace is at stake and secret agent Twilight must undergo his most difficult mission yet—pretend to be a family man. Posing as a loving husband and father, he'll infiltrate an elite school to get close to a high-profile politician. He has the perfect cover, except his wife's a deadly assassin and neither knows each other's identity. But someone does: his adopted daughter, who's a telepath!