As spies from rival schools continue to gather information about the Seishun players, Tezuka, the team captain, challenges Ryoma to a bitter duel to settle their differences. Which player will come out on top of the game? And what peril lurks behind the mask of St. Rudolph's manager and strategist Hajime Mizuki? -- VIZ Media
Everybody has a dream, and for Shô Kazamatsuri, that dream is simple: he wants to be the best soccer player he can possibly be. He's the spirited leader of the Josui Junior High team and everyone looks up to him. In turn, he tries to keep the team together at any cost! Everybody has a dream, and for junior high school student Shô Kazamatsuri, that dream is simple: he wants to get off the bench and play soccer. An inspiration to everyone he meets,the indefatigable spark plug won't quit until he becomes the best soccer player he can be! To that end, Shô seeks guidance from everyone he meets. Whether it's Ryoichi Tenjo, the cocky one-man scoring machine, or Seiji Fujishiro, his former teammate, there's always somebody who can teach Shô a little bit more about the game he loves so much. But, believe it or not, Shô was not always such a soccer nut. There was a time when he didn't know the World Cup from a sippy cup. Find out what ignited Shô's passion for soccer in the first place...and meet his grade-school mentor who encouraged him from the beginning!
When Yugi solves the Millenium Puzzle, he is possessed by the spirit of an ancient Egyptian gambler, who sides with Yugi when he challenges evil-doers to play the Shadow Games.
A tennis prodigy leads his handsome tennis club to victory at the national tournament. Four-time consecutive U.S. Junior tournament champ Ryoma Echizen comes to Seishun Academy to further his reign as The Prince of Tennis. His skill is matched only by his attitude--irking some but impressing all as he leads his team to the Nationals and beyond! The much-anticipated match between Seishun Academy 's Ryoma Echizen and St. Rudolph's Yuta is underway, and neither of them is giving in to each other's intimidation techniques. Upon orders from Hajime, St. Rudolph's cunning team manager, Yuta must aim for Ryoma's left eye, which was accidentally injured during his previous match. Battling all odds to secure his team's victory--as well as his own on-court safety--can Ryoma formulate a strategy to tame Yuta's killer twist spin shot? And is Yuta really that evil?
A tennis prodigy leads his handsome tennis club to victory at the national tournament. Four-time consecutive U.S. Junior tournament champ Ryoma Echizen comes to Seishun Academy to further his reign as The Prince of Tennis. His skill is matched only by his attitude--irking some but impressing all as he leads his team to the Nationals and beyond! Seishun Academy is in the finals of the District Preliminaries, and the only thing standing in their way is mean, violent, and ill-tempered Jin Akutsu of Yamabuki Junior High! Ryoma desperately needs to toughen up mentally, as Jin has figured out a way to punish him with his powerful shots. Meanwhile, Seishun holds more intra-squad games, and this time someone loses his spot on the starting team…!
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
A tennis prodigy leads his handsome tennis club to victory at the national tournament. Four-time consecutive U.S. Junior tournament champ Ryoma Echizen comes to Seishun Academy to further his reign as The Prince of Tennis. His skill is matched only by his attitude--irking some but impressing all as he leads his team to the Nationals and beyond! The Kanto Tournament Finals are down to the last two matches, with the top players for the two best teams--Seishun and Rikkai--engaged in a fierce battle for dominance. As Shusuke and Akaya's match reaches its surprising end, the final showdown begins: Ryoma vs. "Emperor" Genichiro Sanada.
10th grader Yugi spent most of his time alone playing games...until he solved the Millennium Puzzle, a mysterious Egyptian artifact! Possessed by the puzzle, Yugi becomes Yu-Gi-Oh, the King of Games, and challenges evildoers to the Shadow Games...weird games with high stakes and high risks! These graphic novels contain new stories not seen in the anime, including the origin of Yugi and his friends! When Yugi and his friends joined a "Monster World" role-playing game campaign, they didn't realize just how much time the game would take--like maybe the rest of their lives! Ryo Bakura, their game master, wants to use the power of his Millennium Ring to seal the souls of Yugi, Jonouchi, Anzu and Honda inside his "Monster World" miniatures forever. Now, with 10-sided dice in hand, Yugi and Dark Yugi must hack and slash their way through Bakura's adventure and defeat the Dark Master Zorc...or die trying!