Volver
Kosame Isshiki
Principal
Appare Sorano
Principal
Broadcaster
Secundario
Captain Steamship
Secundario
Chase the Bad
Secundario
Gil T. Cigar
Secundario
Seth Ritchie Cutter
Secundario
Thomas Edison
Secundario
Hototo
Secundario
Fumi Isshiki
Secundario
Eiichiro Oda
Productor
Justin Cook
Productor
Norio Fukui
Productor
Noritomo Isogai
Productor
Kenichi Tokumura
Productor
Ryuutarou Usukura
Productor
Samantha Herek
Productor asistente
Masakazu Hashimoto
Director, Creador original, Composición de la serie
Satoki Iida
Director de sonido
Hiroyuki Hata
Director de episodio, Storyboard
Manga
Appare-Ranman!
Volúmenes

APPARE-RANMAN!
#27,172Ranking
- Comedy
- Adult Cast
- Historical
- Racing
Sinopsis
No dream is too big for Appare Sorrano, a socially-awkward inventor living in a small rural town in Japan in the late 19th century. Fascinated since childhood by the creation of steamships that can connect people across great distances, he's learned to make machines of all kinds from various scientific texts. His goal is to sail across the sea, beyond the sky, and ultimately, to the other side of the moon.
Unfortunately, through a string of events, Appare finds himself stranded in the middle of the sea on his mini steamship. Floating alongside him is a skilled but cowardly samurai, Kosame Ishikki, who was tasked to keep his eccentric behavior in check. Just when all hope seems lost, a large steamship saves them and takes them to Los Angeles. With no money or plans, they decide to participate in the "Trans-America Wild Race," which gives Appare the chance to build his own automobile, and Kosame the opportunity to use the cash prize to return home. However, against rival racers and unknown challenges residing in the wilderness, just how far will this adventure take Appare and Kosame?
(Source: MAL)
Unfortunately, through a string of events, Appare finds himself stranded in the middle of the sea on his mini steamship. Floating alongside him is a skilled but cowardly samurai, Kosame Ishikki, who was tasked to keep his eccentric behavior in check. Just when all hope seems lost, a large steamship saves them and takes them to Los Angeles. With no money or plans, they decide to participate in the "Trans-America Wild Race," which gives Appare the chance to build his own automobile, and Kosame the opportunity to use the cash prize to return home. However, against rival racers and unknown challenges residing in the wilderness, just how far will this adventure take Appare and Kosame?
(Source: MAL)
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