Neighborhood Story
Let's do the Circle! (1x6)
: 15, 1995
While Mikako is back on track and chugging full speed ahead, Jiro is hard at work test-playing a computer game of his design for bugs -- one of which requires the whole night to identify and rectify. Yuusuke calls on the exhausted Jiro the next morning for a meal due to having been caught with his micro-economic pants down while Mikako and Tsutomu prosecute their daily school commute while trying to fully awaken. While Mikako tabulates Tsutomu's fond recount of his karaoke concert for Mariko and her friends in preparation for an appropriate response, Yuusuke nearly dumps Jiro on the pavement in a mad dash to school where Mikako exhorts everybody to come up with a name for the social circle before the bell rings to signal the start of class. While the girls have the question answered as to what they will sell at the flea market, Yuusuke is at a loss for how to contribute to the flea market before discovering his proficiency in art; after an unsuccessful brainstorming session, the concourse gravitating toward the rationale for enrolling in Yazaku strikes a chord within Jiro who has been grappling with that very issue from the start. The deus ex machina solution to what to call the social circle, Jiro's contribution to the flea market, and the rationale behind Jiro's attendance at Yazaku lies in the dream sequence that explains his prologue of proficiency at playing video games and how a classmate named Chika Ishida suggested that he investigate how to program them after sharing her dream to be an akindo for tea.