In the near future, Tokyo was left flattened as a result from a great earthquake. A new city, MegaTokyo, was then recreated due in no small part from the aid of a multi-million dollar company, Genom Corp. Genom created and mass-produced biomechanical creatures called Boomers to aid in the restoration of MegaTokyo. When the Boomers began to run out of control, the ADPolice at first tried to stop them, but they proved to be far more difficult to deal with than was first imagined. Under the ever looming Boomer threat, a group of four girls from varying degrees of society banded together. Calling themselves The Knight Sabers, they were the only ones with enough firepower and resourcefullness to defend the fledgling MegaTokyo from Genom and its berserk Boomers.
Sakura Kinomoto was an ordinary 4th grader until the day she opened a strange book and let dozens of powerful magic cards loose on the world. Keroberos, the Guardian of the Clow Cards, informs Sakura that it is now her responsibility to find and capture the freed cards. However, much to the reluctant Sakura's dismay, things aren't going to be easy for her. Simply saying magic words and waving her wand around isn't good enough. Each card is a living, thinking, extremely powerful being. She'll have to learn to cope with her new responsibilities, as well as ordinary troubles involving love, school, family, and friends. With the support of her friend Tomoyo and a young boy with powers of his own, she must learn how to use her newly awakened magical abilities to collect each card and prevent the disaster that will befall the world if she doesn't.
Naota is a normal Japanese 6th grade boy (although a little cynical), but when his older brother leaves for America to play baseball, his brother leaves his 17 year old girlfriend Mamimi behind. Mamimi is sending mixed signals and advances to Naota, and he doesn't know what to do about her. But to make matters worse, Naota's world is totally turned upside down when he is run over by a woman on a Vespa. During their first encounter, she hits him over the head with her guitar, which then causes a horn to grow out of his forehead. She calls herself "Haruko" and her presence changes Naota's life to even further insanity.
A gate appears in Tokyo's Ginza district sometime in the 21st century. From the gate pours out monsters, knights from middle-age Europe, and other fantasy-like beings, and they kill many of the citizens of Tokyo. This event is known as the Ginza Incident. The government sends a small group of soldiers from the Japanese Self-Defense Forces to the alternate world beyond the gate. Led by otaku soldier Yōji, they find that the villages in the world are being attacked by a dragon. An elf girl who is a survivor from the dragon's rampage joins the group in their travels across the dangerous new world.
Narumi Fujishima is an ordinary high school boy who remains isolated from his fellow classmates. One afternoon fellow classmate Ayaka Shinozaki invites Narumi to join the gardening club and introduces him to a reclusive detective named Alice. Alice hires Narumi as an assistant and puts him to work solving the strange mysteries of Angel fix, an illegal drug. Little does he know it could put him and Ayaka in serious trouble.
Urusei Yatsura is the story of the unluckiest and most lecherous young man alive, Ataru Moroboshi. When aliens decide to invade Earth, Ataru is randomly selected to defend his planet by playing a game of the aliens national sport, tag. Should he win, the world shall be saved. However, Ataru is motivated for far less noble reasons, as the one he plays against is revealed to be the curvaceous alien princess, Lum. The game goes for 10 days, and on the last day, Ataru, motivated by his girlfriend assuring him marriage (and consequently, a marriage night one can assume) should he win, finally catches Lum. However, with his victory he gives a cry of joy for his coming marriage, which is misinterpreted by Lum to be a marriage proposal. She promptly agrees, beginning the two's "marriage" together.