North America is a continent within the Northern Hemisphere and all within the Western Hemisphere. It is bordered to the north by the Arctic Ocean, to the east by the Atlantic Ocean, to the west and south by the Pacific Ocean, to the southeast by South America and the Caribbean Sea. North America covers an area of about 24,709,000 square kilometers, about 16.5% of the earth's land area and about 4.8% of its total surface. North America is the third largest continent by area, following Asia and Africa, the fourth by population after Asia and Europe. In 2013, its population was estimated at nearly 579 million people in 23 independent states, or about 7.5% of the world's population, if nearby islands are included. North America was reached by its first human populations during the last glacial period, via crossing the Bering land bridge 40,000 to 17,000 years ago; the so-called Paleo-Indian period is taken to have lasted until about 10,000 years ago. The Classic stage spans the 6th to 13th centuries.
The Pre-Columbian era ended in 1492, the transatlantic migrations—the arrival of European settlers during the Age of Discovery and the Early Modern period. Present-day cultural and ethnic patterns reflect interactions between European colonists, indigenous peoples, African slaves and their descendants. Owing to the European colonization of the Americas, most North Americans speak English, Spanish or French, their culture reflects Western traditions; the Americas are accepted as having been named after the Italian explorer Amerigo Vespucci by the German cartographers Martin Waldseemüller and Matthias Ringmann. Vespucci, who explored South America between 1497 and 1502, was the first European to suggest that the Americas were not the East Indies, but a different landmass unknown by Europeans. In 1507, Waldseemüller produced a world map, in which he placed the word "America" on the continent of South America, in the middle of what is today Brazil, he explained the rationale for the name in the accompanying book Cosmographiae Introductio:... ab Americo inventore... quasi Americi terram sive Americam.
For Waldseemüller, no one should object to the naming of the land after its discoverer. He used the Latinized version of Vespucci's name, but in its feminine form "America", following the examples of "Europa", "Asia" and "Africa". Other mapmakers extended the name America to the northern continent, In 1538, Gerard Mercator used America on his map of the world for all the Western Hemisphere; some argue that because the convention is to use the surname for naming discoveries, the derivation from "Amerigo Vespucci" could be put in question. In 1874, Thomas Belt proposed a derivation from the Amerrique mountains of Central America. Marcou corresponded with Augustus Le Plongeon, who wrote: "The name AMERICA or AMERRIQUE in the Mayan language means, a country of perpetually strong wind, or the Land of the Wind, and... the can mean... a spirit that breathes, life itself." The United Nations formally recognizes "North America" as comprising three areas: Northern America, Central America, The Caribbean.
This has been formally defined by the UN Statistics Division. The term North America maintains various definitions in accordance with context. In Canadian English, North America refers to the land mass as a whole consisting of Mexico, the United States, Canada, although it is ambiguous which other countries are included, is defined by context. In the United States of America, usage of the term may refer only to Canada and the US, sometimes includes Greenland and Mexico, as well as offshore islands. In France, Portugal, Romania and the countries of Latin America, the cognates of North America designate a subcontinent of the Americas comprising Canada, the United States, Mexico, Greenland, Saint Pierre et Miquelon, Bermuda. North America has been referred to by other names. Spanish North America was referred to as Northern America, this was the first official name given to Mexico. Geographically the North American continent has many subregions; these include cultural and geographic regions. Economic regions included those formed by trade blocs, such as the North American Trade Agreement bloc and Central American Trade Agreement.
Linguistically and culturally, the continent could be divided into Latin America. Anglo-America includes most of Northern America and Caribbean islands with English-speaking populations; the southern North American continent is composed of two regions. These are the Caribbean; the north of the continent maintains recognized regions as well. In contrast to the common definition of "North America", which encompasses the whole continent, the term "North America" is sometimes used to refer only to Mexico, the United States, Greenland; the term Northern America refers to the northern-most countries and territories of North America: the United States, Bermuda, St. Pierre and Miquelon and Greenland. Although the term does not refer to a unifie
Vib-Ribbon, styled as vib-ribbon, is a rhythm video game developed by NanaOn-Sha and published by Sony Computer Entertainment. It was released for the PlayStation in Japan on December 12, 1999, was released in Europe on September 1, 2000. Although the original PlayStation port was never released in North America, the game was re-released on PlayStation Network in North America in 2014; the game was unique in that the software loaded into RAM, letting the player use any music CD to play against. The graphics for Vib-Ribbon are simple, consisting of straight, white vector lines forming crude, angular drawings of the level and the player character, named Vibri. Vib Ribbon is a rhythm game in which players guide the main character, across a line filled with obstacles tied in correspondence to the beat of the song. There are four basic obstacles. Sometimes two obstacles will be merged. Not pushing a button at the right time turns Vibri into a scribbled version of herself temporarily. Getting hit by obstacles too many times will degenerate Vibri from a rabbit into a frog, followed by a worm.
Getting hit too many times while in worm form will end the game. Successful actions will help Vibri recover back to her higher forms, clearing enough obstacles in succession while in rabbit form will evolve Vibri into Queen Vibri, increasing the player's score until Vibri is hit; the player's score is tallied via symbols during gameplay, converted into points at the end of the run, during which bonus points may be rewarded. Earning a high score will cause Vibri to sing a congratulatory song based on their position; the base game features six songs performed by an unaccredited Japanese singer which are divided up into bronze and gold courses containing two songs each. Additionally, players can generate levels using songs from music CDs, with difficulty varying depending on the intensity of the music; the soundtrack, according to Masaya Matsuura, was provided by a band called Laugh and Peace, with vocals by Yoko Fujita. Working with the band, Matsuura wanted a soundtrack that would encourage players to use their own music CDs.
Reluctance to associate the game with any one music genre was a big part of why the game's visuals are so colour-neutral and simple. The game was an advertisement for the Mercedes-Benz A-Class car. GameFan gave the game a score of 94 out of 100. TechnologyTell's Jenni Lada was impressed with the minimalist graphics of the game, she called it "refreshingly difficult" and praised the entire concept for the game. However, she said that "When I’d press the shoulder buttons, up, or X on the Vita in time with the music, it fell in time with the beat; when I headed over to the PS3, I was sure I was one with the rhythm, but Vibri invariably turned into the slug. There’s some kind of discrepancy, one has to adjust their timing to compensate."Hardcore Gamer's Marcus Estrada called the game "cruel" when playing on the highest difficulty. He called the stages generated using CDs "ridiculous" and said that "a fair bit of tracks from a variety of genres make levels do weird things with tempo." But he still liked the game and said that it deserved a second chance.
The game spawned two sequels: Mojib-Ribbon, which focused around rap music and calligraphy, Vib-Ripple, similar to Vib-Ribbon but instead used digital images loaded into the game to generate the levels. Both were released in Japan for the PlayStation 2. Game creator Masaya Matsuura has stated interest in working on Vib-Ribbon again, either through a sequel or a remake, showed interest in downloadable services; when quizzed about the possibility of bringing Vib-Ribbon to other consoles Matsuura said he could buy it from Sony. When asked about the possibility of a port for PlayStation 3, Matsuura stated "We are discussing the possibility of making a downloadable version of Vib-Ribbon for Sony, but, I don't know yet - Sony only launched their downloadable service in Japan, so maybe we need to wait a while before releasing a title with that kind of appeal."In 2012, the game was acquired by the Museum of Modern Art as part of its permanent collection of video games. At E3 2014, Vib-Ribbon was singled out by Shawn Layden the new CEO of Sony Computer Entertainment of America.
Layden did not realize that the game had, at that point, never been released in America, many on the internet saw the mention of the game hinting at a North American release despite the company having no plans to do so. As such, many people on Twitter became displeased when there was no further mention of the game during the press conference; when Layden realized his mistake, he asked his team to work on perfecting a North American port for PlayStation Network. The port was released in 2014 with Layden writing an apology for the confusion on the PlayStation Blog. Official website
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a TV screen, virtual reality headset or computer monitor. Since the 1980s, video games have become an important part of the entertainment industry, whether they are a form of art is a matter of dispute; the electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available; these include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices. The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, mouse devices, the touchscreens of mobile devices, or a person's body, using a Kinect sensor.
Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are game sound effects and voice actor lines which come from loudspeakers or headphones; some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the commercial importance of the video game industry is increasing; the emerging Asian markets and mobile games on smartphones in particular are driving the growth of the industry. As of 2015, video games generated sales of US$74 billion annually worldwide, were the third-largest segment in the U. S. entertainment market, behind broadcast and cable TV. Early games used interactive electronic devices with various display formats; the earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, issued on 14 December 1948, as U. S.
Patent 2455992. Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen. Other early examples include: The Nimrod computer at the 1951 Festival of Britain; each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court, Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other. In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game, it used a black-and-white television for its display, the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it used a standard television.
These were followed by two versions of Atari's Pong. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry. A flood of Pong clones led to the video game crash of 1977, which came to an end with the mainstream success of Taito's 1978 shooter game Space Invaders, marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market; the game inspired arcade machines to become prevalent in mainstream locations such as shopping malls, traditional storefronts and convenience stores. The game became the subject of numerous articles and stories on television and in newspapers and magazines, establishing video gaming as a growing mainstream hobby. Space Invaders was soon licensed for the Atari VCS, becoming the first "killer app" and quadrupling the console's sales; this helped Atari recover from their earlier losses, in turn the Atari VCS revived the home video game market during the second generation of consoles, up until the North American video game crash of 1983.
The home video game industry was revitalized shortly afterwards by the widespread success of the Nintendo Entertainment System, which marked a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles. A number of video game developers emerged in Britain in the early 1980s; the term "platform" refers to the specific combination of electronic components or computer hardware which, in conjunction with software, allows a video game to operate. The term "system" is commonly used; the distinctions below are not always clear and there may be games that bridge one or more platforms. In addition to laptop/desktop computers and mobile devices, there are other devices which have the ability to play games but are not video game machines, such as PDAs and graphing calculators. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer conne
Xbox Game Studios
Xbox Game Studios known as Microsoft Studios, Microsoft Game Studios, Microsoft Games, is a division of Microsoft based in Redmond, Washington. It was established in March 2000, spun out from an internal Games Group, for the development and publishing of video games for Microsoft Windows, it has since expanded to include games and other interactive entertainment for the Xbox platforms, Windows Mobile and other mobile platforms, web-based portals. As the studio grew, it has acquired and relinquished ownership of several other studios, is the parent organization of thirteen other studios. Prior to the formation of a dedicated game division, Microsoft had its own Games Group, had made some acquisitions for developers and titles; this included the acquisition of FASA Interactive in 1999 for its MechWarrior game series, Access Software the same year for its Links series of golf games, Aces Game Studio, which worked on the Microsoft Flight Simulator games. The Games Group had established long-term publishing deals with developers like Ensemble Studios, Digital Anvil.
Under Microsoft, FASA Interactive was renamed FASA Studio, Access Software became Salt Lake Games Studio. Microsoft transitioned the Games Group into a wholly separate division named Microsoft Games around March 2000, along with other consolidation of games-related projects within Microsoft; this came alongside the public announcement of the first Xbox console, with Microsoft Games to serve as a developer and publisher of titles for both Xbox and Microsoft Windows. Robbie Bach, who held executive positions in Microsoft's entertainment divisions, was named senior vice-president while Ed Fries, a member of the former Games Group and instrumental for some of its acquisitions, was named as vice-president of the new division. Shane Kim served as the division's general manager. In 2001, the division was renamed Microsoft Game Studios. FASA Studio and Salt Lake Games Studio remained with Microsoft Games Studios. Digital Anvil and Ensemble Studios were acquired by Microsoft in 2001, respectively. One of the first major studio acquisitions following the division's formation was Bungie in June 2000, in the midst of its development of Halo: Combat Evolved.
With the acquisition, planned for release on personal computers, became a Microsoft-published title as well as a launch title for the Xbox on its release in 2001. Turn 10 Studios was established in 2001 for work on the Forza series of racing games. In September 2002, Microsoft Games Studios acquired Rare, who had extensively developed for Nintendo platforms. In 2003, Microsoft recognized that the EA Sports label was in a far stronger position to develop sports games for the Xbox console, among realignment steps, laid off about 78 employees within Microsoft Game Studios that were developing sports games in-house, sold Salt Lake Games Studio, now named Indie Games to Take-Two Interactive in 2004, where it became Indie Built. Peter Moore was named in 2003 as vice-president of Microsoft's Home and Entertainment Division, which included MGS, the Xbox division, Microsoft's home hardware market, reporting to Bach. In addition to pulling big publishers like Electronic Arts to the Xbox platform, Moore tried to push the Xbox in Japan by courting Japanese developers with support from MGS publishing.
Such games included Blinx: The Time Sweeper. Around 2004, MGS established Carbonated Games as an internal studio for the development of casual games for Microsoft's web games portal MSN Games, on the chat client MSN Messenger, on the Xbox Live platform. Kim and Fries were instrumental for securing MGS' publishing deal with Lionhead Studios for their 2004 game Fable, which would serve as the first major role-playing game on the Xbox platform. Subsequently in 2006, MGS acquired Lionhead Studios along with the Fable properties, as it sought to secure a Fable sequel for the upcoming Xbox 360. MGS folded the staff of Digital Anvil into the larger studio in 2005, following the release of 2003's Brute Force, closed down the studio in 2006. FASA Studio was closed three-and-a-half months after the May 2007 release of their last game, Shadowrun. In 2007, MGS announced the opening of a European office in Reading, headed by general manager Phil Spencer. Moore opted to leave Microsoft in July 2007, as to move back to the San Francisco Bay area with his family and to rejoin Electronic Arts.
Don Mattrick was named as his replacement as the new vice-president of the Xbox and Games Business, which included MGS. In 2007, Bungie amenably split from MGS to become a held independent company, with MGS retaining the rights to the Halo property. Bungie continued to develop two additional Halo games for Halo 3: ODST and Halo: Reach. MGS founded 343 Industries as an internal studio to develop future Halo games without Bungie. In 2008, MGS disbanded Carbonated Games and announced the formation of internal studio Xbox Live Productions to develop "high-quality digital content" for Xbox Live Arcade. Microsoft as a whole announced layoffs of up to 5,000 jobs across all divisions in January 2009 due to slowing sales of personal computers as a result of the late-2000s financial crisis. Within MGS, the studio had planned to disband Ensemble Studios after the completion of Halo Wars in early 2009, while the new layoffs led MSG to disband Aces Game Studio. Microsoft acquired Vancouver-based BigPark in May 2009, using the studio to develop some of the first games for the upcoming Kinect sensor for the Xbox 360.
In 2009, Phil Spencer was promoted to corporate vice-president of MGS, in order to replace the retiring Shane Kim. In 2010, MGS formed a mobile gaming studio, MGS Mobile Gam
Tamagotchi Connection: Corner Shop 3
Tamagotchi Connection: Corner Shop 3 is the third Tamagotchi video game released for the Nintendo DS game system, following Tamagotchi Connection: Corner Shop 2. It was released in Japan on September 27, 2007, in North America on June 17, 2008, in PAL regions on November 14, 2008; the players can choose between Mametchi, Memetchi and Violetchi to become a partner, work together to keep their customers happy. The game is similar to the main difference being a new variety of shops; the shops have been included in the following table: Daycare Bakery Gardening Card Shop Day Spa Decoration Day Spa Decoration Shop Event Coordinator Treasure Hunters Piano Studio Recycling Center Ice Cream ParlorThe shops expand in the same way they did before in the other Tamagotchi Connection games. Except that the Mayor is the one doing the expanding and not the Princess, although once there can be no more expansions available the Princess does come and present you with a Royal Flag therefore making the shop the Royal Bakery, Day Care Center, etc.
Tamagotchi Connection: Corner Shop 3 debuted on the Japanese sales charts at number four, selling 54,000 units in its first week. The game managed to sell 204,744 units in the country by the end of 2007. Official website Tamagotchi Connection: Corner Shop 3 at Namco Bandai Games
PaRappa the Rapper 2
PaRappa the Rapper 2 is a rhythm action video game published by Sony Computer Entertainment and developed by NanaOn-Sha for the PlayStation 2. The game is the third title in the PaRappa the Rapper series following Um Jammer Lammy. On December 14, 2015, the game was made available for the PlayStation 4 through the PlayStation Network. Gameplay follows that of its predecessors, in which the player must press buttons to make Parappa rap in response to a teacher's lyrics. Players earn points and progress by rapping in time to the music and maintaining a Good rating through to the end of each level. By improvising raps, the player can obtain a Cool rating, during which Parappa will be given the chance to rap freestyle by himself. If the player performs badly, they will drop down a rating to Bad and Awful, with the player losing if they drop below Awful or end the song with a Bad or Awful rating. PaRappa 2 features some tweaks to the gameplay, as some of the teacher's lyrics may change based on the player's performance.
For example, the lyrics may become simpler if the player is struggling, or become tougher if they perform well. After clearing two stages in a row, players can participate in a minigame where they must hit targets held out by Chop Chop Master Onion's Tamanegi students, earning bonus points which are added onto the previous level's score. Clearing each level with a Cool rating unlocks music tracks that can be listened to after completing the game; each time the player clears the game, the color of Parappa's hat changes from blue, to pink, to yellow, with each hat remixing the lines in each level. In addition to the single player campaign, the game features a two-player Vs. Mode, in which players are given a line to rap to, which they must improve upon by freestyling better than their opponent. Similar to Um Jammer Lammy, the North American release of PaRappa the Rapper 2 features some censorship when compared to the Japanese and PAL versions of the game, replacing lyrics referring to alcohol and religion in order to ensure an E rating from the ESRB.
In Japan, McDonald's released a demo disc alongside its Happy Meal, containing a demo of the first level modelled after a McDonald's restaurant, alongside a demo of Pipo Saru 2001. Parappa, having won a 100 years' supply of instant noodle products, has grown sick of eating nothing but noodles for every meal every single day; when Parappa complains about being served noodles by his crush, Sunny Funny, he becomes shocked when she calls him a baby, causing him to question his own maturity. When Parappa and his friend P. J. Berri go to eat at Beard Burger instead, they learn that a mysterious phenomenon is turning all the food in town into noodles; as Parappa and Sunny's respective fathers, Papa Parappa and General Potter, try to develop an invention that can stop the "noodelization", they inadvertently shrink themselves and everyone else in the process, but they are soon helped out by the Guru Ant and return to normal size. After undergoing army training under Instructor Moosesha, Parappa helps rescue a Hairdresser Octopus from being possessed into giving people afros, discovering "Food Court" a video game cartridge to be the cause.
Upon reverse engineering the cartridge and the others use sweets to combat against the Noodle Syndicate behind the town's noodlelization. They soon confront the mastermind, Colonel Noodle, revealed to be the son of Beard Burger Master who had grown sick of eating burgers all of his life, deciding that noodles should rule the world instead. However, Parappa manages to convince him to be more open-minded about different types of foods, everyone celebrates with a party, where Sunny assures Parappa that he is more mature than he thinks himself to be. Things soon return to normal, only for Parappa to repeat his turmoil when he ends up winning another lifetime supply of cheese. PaRappa the Rapper 2 is the original soundtrack from the game by the same name; the songs contain cool moments. All tracks written by Masaya Matsuura; the game received "mixed to positive" reviews according to the review aggregation website Metacritic. GameSpot's Jeff Gerstmann gave the game a 6.6, stating that "an total lack of innovation makes the game seem pretty dated when compared with other games on the market....
When played to perfection, the rapping still sounds just as stuttery as it did in the previous game. While it was excusable and even a little charming, it would have been nice to see the developers make better use of the PlayStation 2's higher specs." Though the game "features the same 2D graphical style as its predecessor, but it's not without its share of enhancements," he added, "The music in the game covers a lot more ground, genre-wise, than the original did, but none of it is funny or toe-tapping--with the exception of the level that takes place inside an old video game machine. PaRappa 2 isn't a bad game, but it doesn't have as much of the same off-beat charm that the original--and to a lesser extent, Um Jammer Lammy--had." However, IGN's Douglass C. Perry gave the game a better score of 7, saying, "The game concept hasn't changed, leaning neither toward an evolutionary or a moderate change in the way gamers play music games.... Not as hard as Um Jammer Lammy, it covers familiar territory when it comes to the essentials -- gameplay and sound -- but it's still fun and happy-making."
PaRappa the Rapper 2 at IGN PaRappa the Rapper 2 at MobyGames PaRappa the Rapper 2 on IMDb
Tribe Cool Crew
Tribe Cool Crew is a 2014 Japanese anime series produced by Sunrise, by its subsidiary, BN Pictures. The series, directed by Masaya Fujimori, aired on TV Asahi between September 28, 2014 and October 4, 2015; the series is licensed in North America by Sentai Filmworks. One day, Haneru Tobitatsu, a middle school student who loves to dance, meets Kanon Otosaki, a girl, skilled at dancing, but is shy about doing it in public; as the two get to know each other, they team up with three other dancers. Cool Crew Haneru Tobitatsu Voiced by: Shizuka Ishigami An energetic young boy who makes up for his short stature with incredible jumping ability, he has a strong love for dancing, wanting to be just like Jay-El. He forms the Cool Crew unit with Kanon before merging with Tribal Soul to become Tribe Cool Crew. Kanon Otosaki Voiced by: Yuri Yamaoka A shy girl who attends a private girls' academy. Prior to meeting Haneru, she posts anonymous dance videos online under the persona of "Rhythm", but soon starts to break out of her shell after meeting Haneru.
Tribal Soul Kumonosuke "Kumo" Sakagami Voiced by: Toru Sakurai The leader of the Tribal Soul dance crew alongside Mizuki and Yuzuru, who specializes in breakdancing. Despite his fearsome appearance, he is quite kind, he tends to challenge those who interest him. Mizuki Mashiro Voiced by: Yuko Hara Tribal Soul's second member, a kind-hearted woman who specializes in jazz and has a love of sweets as well as a relaxed personality. Yuzuru Tempoin Voiced by: Sōma Saitō A portly but gentlemanly member of Tribal Soul, who serves as the MC for the group, he is described as a "dance machine", skilled in all kinds of dance. Explos1ve Machine Guns Yuji Shishido Voiced by: Chika Anzai Sota Noguchi Voiced by: Nana Nītsu Riki Sakota Voiced by: Kōhei AoyamaTeam Sakura Hinata Sakuragawa Voiced by: Mii Miki Manabi Sakuragawa Voiced by: Hibiki Yamamura With the Grandiose Yatsugatake Range to the East, the Lake Suwa's Waters Shine Clear, On its Shores, We Perform the Steps of a New Dawn Lui Voiced by: Shinya Takahashi Moe Voiced by: Shiori Izawa Jey El Voiced by: Anri Katsu A world famous dancer whose dance moves bring inspiration to many.
Master T Voiced by: Hiromichi Tezuka A mysterious man, seen wearing various disguises and performing moonwalks}. Sometimes seen observing talented dancers. Hugh Witt Voiced by: Katsuki Donoshita Jey El's butler. MC Butz Voiced by: Yutaka Furukawa The MC of the Dance Road tournament. Tetsuo Tobitatsu Voiced by: Masaharu Tahara Haneru's father. Mariko Tobitatsu Voiced by: Misa Kobayashi Haneru's mother. Wakui Voiced by: Shinya Takahashi A security guard at the Memorial Hall where Haneru and Kanon practise. Ayumu Itou Voiced by: Atsumi Tanezaki Kanon's best friend and classmate; the series, produced by Sunrise and BN Pictures, aired on TV Asahi in Japan between September 28, 2014 and October 4, 2015 and was simulcast by Crunchyroll. The series is directed by Masaya Fujimori and written by Atsuhiro Tomioka, with character design by Yoshiaki Yanagida and music production by avex proworks and a-bee; the opening theme is "Heartbeat". The series is licensed in North America by Sentai Filmworks. Like most of the anime television series that are broadcast on TV Asahi.
The anime incorporates all the credits into the opening theme and there is no ending theme or ending for the show. A first for Sunrise's anime television series since it aired on TV Asahi. A video game by Bandai Namco Entertainment, titled Tribe Cool Crew: The G@me, was released on May 28, 2015 for the Nintendo 3DS. Official website Tribe Cool Crew at Anime News Network's encyclopedia