Musashi No Ken
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Musashi No Ken
is a Japanese sports manga series written and illustrated by Motoka Murakami that focuses on kendo. It was serialized by Shogakukan in ''Weekly Shōnen Sunday'' between April 1981 and October 1985. ''Musashi no Ken'' received the 1984 Shogakukan Manga Award for ''shōnen'' manga. The manga was adapted as a 72-episode anime television series by Eiken. The manga was also adapted into an NES platform game called . The game was developed and published by Taito. It was released in Japan on August 8, 1986. Plot The manga tells the story of Musashi Natsuki, an aspired kendo swordsman. He was born to Eiichiro and Kayo Natsuki, in Iwate Prefecture of the Northeast region. Both his parents were acclaimed kendo swordsmen, especially his father Eiichiro who was nationally famous. After Eiichiro's death accidentally caused by his rival Kunihiko Tōdō's tsuki, Musashi vowed to defeat Kunihiko one day. Unfortunately, Kunihiko retired from kendo out of guilt, and Musashi then aimed ...
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Shogakukan
is a Japanese publisher of dictionaries, literature, comics (manga), non-fiction, DVDs, and other media in Japan. Shogakukan founded Shueisha, which also founded Hakusensha. These are three separate companies, but are together called the Hitotsubashi Group, one of the largest publishing groups in Japan. Shogakukan is headquartered in the Shogakukan Building in Hitotsubashi, part of Kanda, Chiyoda, Tokyo, near the Jimbocho book district. The corporation also has the other two companies located in the same ward. International operations In the United States Shogakukan, along with Shueisha, owns Viz Media, which publishes manga from both companies in the United States. Shogakukan's licensing arm in North America was ShoPro Entertainment; it was merged into Viz Media in 2005. Shogakukan's production arm is Shogakukan-Shueisha Productions (previously Shogakukan Productions Co., Ltd.) In March 2010 it was announced that Shogakukan would partner with the American comics publish ...
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Kendo
is a modern Japanese martial art, descended from kenjutsu (one of the old Japanese martial arts, swordsmanship), that uses bamboo swords (shinai) as well as protective armor (bōgu). Today, it is widely practiced within Japan and has spread to many other nations across the world. History Swordsmen in Japan established schools of '' kenjutsu'' (the ancestor of kendo). These continued for centuries and form the basis of kendo practice today.. Formal kendo exercises known as '' kata'' were developed several centuries ago as ''kenjutsu'' practice for warriors. They are still studied today, in a modified form. The introduction of bamboo practice swords and armor to sword training is attributed to during the Shotoku Era (1711–1715). Naganuma developed the use of this armor and established a training method using bamboo swords. , third son of Naganuma and the 8th headmaster of the Kashima Shinden Jikishinkage-ryū Kenjutsu, is credited with improving the art with Japanese ...
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Asura
Asuras (Sanskrit: असुर) are a class of beings in Indian religions, Indic religions. They are described as power-seeking clans related to the more benevolent Deva (Hinduism), Devas (also known as Suras) in Hinduism. In its Buddhism, Buddhist context, the word is sometimes translated "Titan (mythology), titan", "demigod", or "antigod". According to Hindu texts, Hindu scriptures, the asuras are in constant battle with the devas. Asuras are described in Indian texts as powerful superhuman demigods with good or bad qualities. In early Vedic literature, the good Asuras are called ''Adityas'' and are led by Varuna, while the malevolent ones are called ''Danava (Hinduism), Danavas'' and are led by Vritra. In the earliest layer of Vedic texts Agni, Indra and other gods are also called Asuras, in the sense of their being "lords" of their respective domains, knowledge and abilities. In later Vedic and post-Vedic texts, the benevolent gods are call ...
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Japanese Numerals
The Japanese numerals are the number names used in Japanese. In writing, they are the same as the Chinese numerals, and large numbers follow the Chinese style of grouping by 10,000. Two pronunciations are used: the Sino-Japanese (on'yomi) readings of the Chinese characters and the Japanese yamato kotoba (native words, kun'yomi readings). Basic numbering in Japanese There are two ways of writing the numbers in Japanese: in Arabic numerals (1, 2, 3) or in Chinese numerals (, , ). The Arabic numerals are more often used in horizontal writing, and the Chinese numerals are more common in vertical writing. Most numbers have two readings, one derived from Chinese used for cardinal numbers (On reading) and a native Japanese reading (Kun reading) used somewhat less formally for numbers up to 10. In some cases (listed below) the Japanese reading is generally preferred for all uses. Archaic readings are marked with †. * The special reading 〇 ''maru'' (which means "round" or "circle ...
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Furigana
is a Japanese reading aid consisting of smaller kana or syllabic characters printed either above or next to kanji (logographic characters) or other characters to indicate their pronunciation. It is one type of ruby text. Furigana is also known as and in Japanese. In modern Japanese, it is usually used to gloss rare kanji, to clarify rare, nonstandard or ambiguous kanji readings, or in children's or learners' materials. Before the post-World War II script reforms, it was more widespread. Furigana is most often written in hiragana, though in certain cases it may be written in katakana, Roman alphabet letters or in other, simpler kanji. In vertical text, ''tategaki'', the furigana is placed to the right of the line of text; in horizontal text, ''yokogaki'', it is placed above the line of text, as illustrated below. or These examples spell the word ''kanji'', which is made up of two kanji characters: (''kan'', written in hiragana as ) and (''ji'', written in hiragana ...
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Miyamoto Musashi
, also known as Shinmen Takezō, Miyamoto Bennosuke or, by his Buddhist name, Niten Dōraku, was a Japanese swordsman, philosopher, strategist, writer and rōnin, who became renowned through stories of his unique double-bladed swordsmanship and undefeated record in his 61 duels (next is 33 by Itō Ittōsai). Musashi, as he was often simply known, is considered a ''Kensei'', a sword-saint of Japan. He was the founder of the Niten Ichi-ryū, or Nito Ichi-ryū, style of swordsmanship, and in his final years authored and ''Dokkōdō'' (獨行道, ''The Path of Aloneness''). Both documents were given to Terao Magonojō, the most important of Musashi's students, seven days before Musashi's death. ''The Book of Five Rings'' deals primarily with the character of his Niten Ichi-ryū school in a concrete sense, i.e., his own practical martial art and its generic significance; ''The Path of Aloneness'', on the other hand, deals with the ideas that lie behind it, as well as his life's ...
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Tsuki
derives from the verb , meaning "to thrust". The second syllable is accented, with Japanese's unvoiced vowels making it pronounced almost like "ski" (but preceded by a "t" sound). In Japanese martial arts and Okinawan martial arts, ''tsuki'' is used to refer to various thrusting techniques. Tsuki in Karate In karate and its variants, the term ''tsuki'' is used as a part of a compound word for any one of a variety of thrusting techniques (usually punches). It is never used as a stand-alone term to describe a discrete technique. For example, ''gyaku seiken chudan-tsuki'', more commonly referred to as ''chudan-tsuki'' (段突), refers to a mid-level (''chudan'') punch (''tsuki'') executed with the rear (''gyaku'') arm. Note that in a compound word, where ''tsuki'' does not come first, its pronunciation and writing changes slightly due to rendaku, and it is pronounced as "''zuki''" (and is sometimes transliterated that way). Performing a Choku-Tsuki (Straight Punch) in Karate T ...
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Tōhoku Region
The , Northeast region, or consists of the northeastern portion of Honshu, the largest island of Japan. This traditional region consists of six prefectures (''ken''): Akita, Aomori, Fukushima, Iwate, Miyagi, and Yamagata. Tōhoku retains a reputation as a remote, scenic region with a harsh climate. In the 20th century, tourism became a major industry in the Tōhoku region. History Ancient & Classical period In mythological times, the area was known as Azuma (吾妻, あづま) and corresponded to the area of Honshu occupied by the native Emishi and Ainu. The area was historically the Dewa and the Michinoku regions, a term first recorded in (654). There is some variation in modern usage of the term "Michinoku". Tōhoku's initial historical settlement occurred between the seventh and ninth centuries, well after Japanese civilization and culture had become firmly established in central and southwestern Japan. The last stronghold of the indigenous Emishi on Honshu and ...
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Iwate Prefecture
is a prefecture of Japan located in the Tōhoku region of Honshu. It is the second-largest Japanese prefecture at , with a population of 1,210,534 (as of October 1, 2020). Iwate Prefecture borders Aomori Prefecture to the north, Akita Prefecture to the west, and Miyagi Prefecture to the south. Morioka is the capital and largest city of Iwate Prefecture; other major cities include Ichinoseki, Ōshū, and Hanamaki. Located on Japan's Pacific Ocean coast, Iwate Prefecture features the easternmost point of Honshu at Cape Todo, and shares the highest peaks of the Ōu Mountains—the longest mountain range in Japan—at the border with Akita Prefecture. Iwate Prefecture is home to famous attractions such as Morioka Castle, the Buddhist temples of Hiraizumi including Chūson-ji and Mōtsū-ji, the Fujiwara no Sato movie lot and theme park in Ōshū, and the Tenshochi park in Kitakami known for its huge, ancient cherry trees. Iwate has the lowest population density of any prefecture ...
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GameFAQs
GameFAQs is a website that hosts FAQs and walkthroughs for video games. It was created in November 1995 by Jeff Veasey and was bought by CNET Networks in May 2003. It is currently owned by Fandom, Inc. since October 2022. The site has a database of video game information, cheat codes, reviews, game saves, box art images, and screenshots, almost all of which are submitted by volunteer contributors. The systems covered include the 8-bit Atari platform through modern consoles, as well as computer games and mobile games. Submissions made to the site are reviewed by the site's current editor, Allen "SBAllen" Tyner. GameFAQs hosts an active message board community, which has a separate discussion board for each game in the site's database, along with a variety of other boards. From 2004 to 2012, most of the game-specific boards were shared between GameFAQs and GameSpot, another CBS Interactive website. However, on March 23, 2012, it was announced the sites will once again start ...
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Musashi No Ken – Tadaima Shugyō Chū
is a Japanese sports manga series written and illustrated by Motoka Murakami that focuses on kendo. It was serialized by Shogakukan in ''Weekly Shōnen Sunday'' between April 1981 and October 1985. ''Musashi no Ken'' received the 1984 Shogakukan Manga Award for ''shōnen'' manga. The manga was adapted as a 72-episode anime television series by Eiken. The manga was also adapted into an NES platform game called . The game was developed and published by Taito. It was released in Japan on August 8, 1986. Plot The manga tells the story of Musashi Natsuki, an aspired kendo swordsman. He was born to Eiichiro and Kayo Natsuki, in Iwate Prefecture of the Northeast region. Both his parents were acclaimed kendo swordsmen, especially his father Eiichiro who was nationally famous. After Eiichiro's death accidentally caused by his rival Kunihiko Tōdō's tsuki, Musashi vowed to defeat Kunihiko one day. Unfortunately, Kunihiko retired from kendo out of guilt, and Musashi then aimed to b ...
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Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, '' Space Panic'', which includes ladders, but not jumping. '' Donkey Kong'', released in 1981, established a template for what were initially called "climbing games." ''Donkey Kong'' inspired many clon ...
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