
Getter Robo Go
- Rate: PG-13 - Teens 13 or older
- Native: ゲッターロボ號
- Synonyms: Getter Robo Gou
- Aired: Feb 11, 1991 to Jan 27, 1992
- Premiered: winter 1991
- Duration: 24 min per ep
- Episodes: 50
- Score: 6.17
- Producer: Dynamic Planning
- Studio: Toei Animation
- Genres: Action Adventure Mecha Military Shounen
Characters and Voice Actors
Daido, Gai
MainKamiya, Akira
JapaneseIchimonji, Go
MainKusao, Takeshi
JapaneseTachibana, Sho
MainKobayashi, Yuko
JapaneseProfessor Lando
SupportingGouri, Daisuke
JapaneseRecomended For You!

Yoshika Miyafuji spends her days peacefully after returning to her hometown. Her former superior officer Mio Sakamoto and others arranged for Yoshika to study abroad at a medical school in Europe. Yoshika returns to Europe with Shizuka Hattori, who was Sakamoto’s student at the naval academy. As Yoshika returns to Europe and new signs of Neuroi emerge, the other former members of the 501st Joint Fighter Wing, who were scattered in various locations, also begin to gather again. A powerful Neuroi then appears before Yoshika and Shizuka. (Source: ANN)

Ryouma Echizen is one of 50 nationally ranked middle school tennis players to receive an invitation for the Japan U-17 tennis training camp. Previously open only to high school players, the exclusive regiment trains the best players in the country for the upcoming U-17 World Cup. The high schoolers are not pleased that these middle schoolers are allowed into the camp, but the middle schoolers easily overwhelm them before they are halted by the coaches. The rules of the camp are soon explained: the players are split into one of 16 courts based on skill, with the best players occupying Court 1. Players move up and down courts based on “shuffle matches” that occur before practice begins each day. In anticipation of a game, the middle schoolers are asked to pair up with one another, only to find out that they would not be playing doubles with their partners. Instead, they are pitted against each other in a tiebreaker-style game. The winner of the match would be allowed to stay to further develop their skills whereas the loser would be sent home. For the sake of tennis, friendships and camaraderie are all put on the line. As the fierce competition between the middle and high schoolers persists, the situations they find themselves in goes deeper than just playing to remain in the camp. [Written by MAL Rewrite]

* Based on the Hudson Soft game. 1000 years ago, the beautiful B-da City was attacked by the Dark B-da in their quest to control the entire Blue Solar System. The heroic B-Daman, drawing on their legendary power and ingenious technology, were able to restore peace to the universe. But, it is only a matter of time before evil forces strike again…Our hero, SHIRO BOM with his friends continue to patrol the Kingdom, fight against Dark B-da, always alert to danger, always ready for fun. (Source: Wikipedia)

1,000 years after Princess Mikoto’s era, all hunters have been sealed into cards due to a certain incident in the past. Adventurous boy Hagan becomes the key to freeing these sealed hunters, and travels along with his friends to find these cards, sometimes facing treacherous battles. (Source: ANN)

Having reached the pinnacle of human potential, Varvatos was so powerful that the rest of humankind began calling him the Demon Lord, both fearing and respecting his overwhelming influence. As a result, he felt alienated from his fellow humans, leading him to desire true companionship—an equal he could call a friend. Hoping his fate will change in his next life, Varvatos decides to start anew and reincarnates three thousand years later as Ard Meteor, the son of a seemingly ordinary couple in a rural town. Unfortunately, he realizes that even after weakening himself, his strength still overshadows everyone in this era. Moreover, his lack of social skills bars him from achieving his goal of making friends. But worst of all, the repercussions of suddenly abandoning his former position have begun to bite him back in some of the most unimaginable ways possible. [Written by MAL Rewrite]
Hashtags: Shijou Saikyou no Daimaou, Murabito A ni Tensei suru, The Greatest Maou is Reborned to Get Friends, 史上最強の大魔王、村人Aに転生する, The Greatest Demon Lord Is Reborn as a Typical Nobody

After celebrating their victory against Al-Thamen, Aladdin and his friends depart the land of Sindria. With the end of the battle, however, comes the time for each of them to go their separate ways. Hakuryuu and Kougyoku are ordered to go back to their home country, the Kou Empire. Meanwhile Aladdin announces he needs to head for Magnostadt—a mysterious country ruled by magicians—to investigate the mysterious events occurring in this new kingdom and become more proficient in magic. For their part, encouraged by Aladdin’s words, Alibaba and Morgiana also set off in pursuit of their own goals: training and going to her homeland, respectively. Magi: The Kingdom of Magic follows these friends as they all go about their separate adventures, each facing their own challenges. However, a new threat begins to rise as a great war looms over the horizon… [Written by MAL Rewrite]

Mission T is a secret operation to save the world from destruction. Trained as a ninja from a young age, Botan Negoro, raised to become the ultimate spy, teams up with another excellent spy, Kuruma. Their aim is to recover the legacy of the genius inventor Nikola Tesla, the “Shards of Tesla.” Can the two outwit the agents of other countries who are also pursuing these fragments? A super-original spy thriller begins.
(Source: Kodansha, translated)

A diminutive pink creature orbiting in space called “Kirby” crash lands into Dream Land. Once getting acquainted with the citizens who live there in Cappy Town, he begins to defend the town from the monsters that King Dedede, the self-proclaimed ruler of Cappy Town, orders from the evil Nightmare Enterprises. (Source: ANN)

Nobita Nobi is an elementary student who hates studying, is bad at sports, and does everything half-heartedly. He is a pushover, unlucky, and fearful of many things. His personality makes him a failure in life, even affecting his progeny. This causes his great-great-grandchild, Sewashi, to take control of the situation. Sewashi travels back in time from the 22nd century to the 20th century to meet Nobita, who is shocked to see him appear out of his drawer alongside a blue robotic cat. The robotic cat calls himself Doraemon, who claims to have been pressured by Sewashi to assist Nobita, with their ultimate goal being to provide Nobita happiness. Frustrated after seeing Nobita’s hopeless state, Doraemon decides to go back to the future. However, Sewashi activates a program within Doraemon that prevents him from doing so. Forced to stay, Doraemon helps Nobita using futuristic gadgets through his four-dimensional pocket—a bag containing anything inside it. Can Doraemon bring Nobita happiness and return to the future? [Written by MAL Rewrite]

Mahiru Shirota firmly believes that simple is best and troublesome things should be avoided at all costs. It is troublesome to do nothing and regret it later—and this ideology has led the 15-year-old to pick up a stray cat on his way home from school. As he affectionately names the feline Kuro, little does he know that this chance meeting will spark an extraordinary change in his everyday life. One day, Mahiru returns home to find something quite strange: a mysterious young man he has never seen before. His subsequent panic results in the uninvited guest being exposed to sunlight and—much to Mahiru’s shock—transforming into Kuro! Upon revealing himself as a mere lazy shut-in vampire, Kuro promises to leave once night falls. However, one disaster after another leads to Mahiru accidentally forming a contract with his new freeloader, dragging him into a life-threatening battle of supernatural servants and bloodthirsty beings that is anything but simple. [Written by MAL Rewrite]

As a child, Aoi Yukimura adored mountains and was passionate about climbing. However, a playground accident has since left her afraid of heights, turning her toward indoor hobbies. Unfortunately, now a shy and timid first-year high school student, Aoi has become so absorbed in these pastimes that she can barely socialise with others, leaving her practically friendless. It’s only when she runs into the lively Hinata Kuraue, an old friend from her climbing days, that things start to change. Impulsive and high-spirited, Hinata insists on having Aoi join her in all sorts of climbing activities. Though reluctant at first, Aoi quickly finds that her time with Hinata brings back fond memories of their childhood and soon decides to start climbing again. As the return to her past hobby starts to bring her out of her shell, Aoi finds herself gaining close friends, taking on new challenges, and continuing to find her own encouragement to climb. [Written by MAL Rewrite]

After losing his mother at a very young age, elementary school student Capeta Taira is forced to become more independent to avoid his father worrying for him. Working in a paving company, his father is often busy and has to work overtime to make ends meet. However, no matter how tough he acts in front of his father, Capeta is ultimately just a lonely kid with a rough life. In addition to his typical house duties, he has to deal with the bully Nobu Andou which makes him feel worse, despite support from his classmate, Monami Suzuki. One day, Capeta’s father sees young go-kart drivers racing at high speeds and gets inspired by the scene. He then decides to collect scrapped parts available on the track and begins working on a gift for his son. Meanwhile, Capeta and Monami sneak into his workplace, suspecting that his father is up to something. Much to their surprise, they see a go-kart built from discarded parts—with Capeta’s name attached to it! Although it lacks an engine and looks worn out, the kart is mostly complete and functional. Despite the heavy rain, Capeta cannot resist the urge to try out this new machinery. As he drives the kart downhill on a wet road, an incident that is almost a dangerous accident instead becomes a thrilling obsession. No longer bored with life, the engine of Capeta’s heart is ignited with a new passion as he journeys into the world of racing. [Written by MAL Rewrite]

For young witches everywhere, the world-renowned witch Shiny Chariot reigns as the most revered and celebrated role model. But as the girls age, so do their opinions of her—now just the mention of Chariot would get a witch labeled a child. However, undeterred in her blind admiration for Chariot, ordinary girl Atsuko Kagari enrolls into Luna Nova Magical Academy, hoping to someday become just as mesmerizing as her idol. However, the witch academy isn’t all the fun and games Atsuko thought it would be: boring lectures, strict teachers, and students who mock Chariot plague the campus. Coupled with her own ineptness in magic, she’s seen as little more than a rebel student. But when a chance finally presents itself to prove herself to her peers and teachers, she takes it, and now it’s up to her to stop a rampaging dragon before it flattens the entire academy. [Written by MAL Rewrite]


The warship Aegis Destroyer is conducting public exercises in Maizuru Bay where, coincidentally, a suspicious foreign ship was recently spotted. Conan Edogawa, Ran Mouri, Kogorou Mouri, Sonoko Suzuki, and the Detective Boys all receive a ticket to attend this event. However, while the ongoing military operations are underway, one of the crew members comes across a lieutenant’s severed left arm. Conan later discovers that a foreign spy may have infiltrated the warship to obtain classified information by any means necessary. If the information were to leak, Japan’s line of defense would be exposed, leaving the country unprotected from hostile attack. With the help of the police at sea while other friends and allies investigate on the mainland, Conan must now prevent this national crisis and identify the spy for the sake of Japan. [Written by MAL Rewrite]

Tekkaman Blade takes place in the year 2300 AD. On a certain moment, the Radam attack earth. A few months after the beginning of the invasion, a tekkaman appears, he calls himself Blade and with the help of the Space Knights, Blade starts to fight the radam. But there are a few things that Blade isn’t telling about his past. (Source: ANN)

Those who receive the Revelation of Babel must overcome many battles and trials. By grasping the hand of their special partner, these “Hand Shakers” transport themselves to the realm of Ziggurat, an alternate dimension where time no longer exists. Each pair of Hand Shakers must battle it out for the right to meet with God, who will reward them by granting them a single wish. Tazuna Takatsuki, a high school student with a penchant for fixing things, is one of these Hand Shakers. After receiving a request for repairs from Professor Makihara of a nearby university, Tazuna stumbles upon Koyori Akutagawa, a bedridden girl that reminds him of his deceased sister Musubu. Remembering her dying wish to never let go of her hand, Tazuna grasps Koyori’s hand and awakens his power as a Hand Shaker. However, Koyori’s life is directly tied to her status as a Hand Shaker, meaning if Tazuna was to ever let go of her hand she would die. With meeting God being their only hope for saving her, the duo must find a way to make their unique powers mesh together, overcome the opposing Hand Shakers, and make their wish come true. [Written by MAL Rewrite]