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The First Slam Dunk
2022 · Takehiko Inoue
Shohoku's “speedster” and point guard, Ryota Miyagi, always plays with brains and lightning speed, running circles around his opponents while feigning composure. In his second year of high school, Ryota plays with the Shohoku High School basketball team along with Sakuragi, Rukawa, Akagi, and Mitsui as they take the stage at the Inter-High School National Championship. And now, they are on the brink of challenging the reigning champions, Sannoh Kogyo High School.
dir. Takehiko Inoue · 2022
Twenty-six years after his basketball manga ended, Takehiko Inoue returned to direct the adaptation himself — an almost unheard-of arrangement — and rebuilt the story from the ground up, recentering it on Ryota Miyagi, the smallest man on the court, whose speed masks a family grief the original barely touched. The result is less a nostalgia piece than a formal experiment: a single championship game against the untouchable Sannoh, played out in something close to real time, intercut with the past that made each player. Inoue and his team fused motion-captured CG with the rough vitality of his ink line, so the animation reads like manga panels breathing — sweat, squeaking soles, the sudden terrifying silence when the crowd noise drops out at a free throw. A box-office phenomenon across Japan, Korea, and China, it proved sports animation could carry the dramatic weight of live-action cinema. The last minutes, played nearly without sound, are among the decade's great sustained set pieces.
Lines of influence
- Slam Dunk (1993) — The 1990s TV anime is the direct ancestor Inoue argues against: he re-storyboards the same Shohoku-vs-Sannoh match but strips its shonen-hero framing off Sakuragi and hands narration to point-guard Ryota, a deliberate protagonist-recentering of already-canonized material.
- Akira (1988) — Otomo's full-animation cel realism and weighty, physics-obeying character movement set the benchmark for hand-drawn kinetic bodies that Inoue's mocap-CG pipeline exists to reproduce without the labor cost.
- Ghost in the Shell (1995) — Pioneered compositing digitally-generated CG layers seamlessly beneath hand-inked cels, establishing the 2D/3D seam-hiding grammar that The First Slam Dunk's mocap-over-line-art depends on.
- Appleseed (2004) — The first anime feature to drive cel-shaded/toon-rendered CG characters entirely from full-performance motion capture — the exact technical pipeline Inoue adopts for the players on court.
- A Scanner Darkly (2006) — Interpolated rotoscoping keeps a trembling hand-drawn ink line locked onto captured human performance, the precedent for preserving a manga ink-line surface over otherwise photoreal body motion.
- The Adventures of Tintin (2011) — Fed full motion-capture into a deliberately non-photoreal, illustrative render, proving mocap could serve a drawn 2D-source aesthetic rather than uncanny realism — the same reconciliation Inoue stages.
- Raging Bull (1980) — Subjective ring sound that drops crowd noise to near-silence and isolates breath, flashbulbs and impact is the template for Slam Dunk's crowd-drop-out and silence set-pieces at the decisive plays.
- Rosencrantz and Guildenstern Are Dead (1990) — Retells a fully canonical narrative from the vantage of its marginal figures, the structural move Inoue makes by routing a famous game through Ryota's memory rather than the established hero.
- Ping Pong the Animation (2014) — Sibling manga-sports adaptation that intercuts a live match with players' interior flashbacks and warps line and framerate for kinetic emphasis, the same real-time-game-plus-backstory editing architecture.
- Spider-Man: Into the Spider-Verse (2018) — Renders 3DCG with comic-panel ink outlines, halftone and stepped framerates so the animation reads as printed page art — a parallel solution to putting a hand-drawn manga line onto CG geometry.
- Arcane (2021) — Paints hand-textured 2D detail directly onto 3D models to disguise the CG substrate, the same illustrative-over-dimensional surface treatment Inoue uses to keep his athletes looking penned.
- Blue Giant (2023) — Contemporary performance-anime sibling that switches into 3DCG for the real-time set-piece (the concert) while cutting to 2D flashbacks of loss, mirroring Slam Dunk's mocap-court / drawn-memory division.
- Inu-Oh (2021) — Choreographs crowd roar and sudden silence as musical architecture around its performance climaxes, a sibling use of audience-sound dynamics to shape a spectacle set-piece.
- Look Back (2024) — Keeps Fujimoto's raw, unsmoothed manga ink line visible in motion and builds emotion through grief and real-time silence rather than dialogue — a sibling in ink-line fidelity and quiet-beat editing.
- Belle (2021) — Composites 2D hand-drawn characters into a vast rendered CG environment, the same hybrid-registration problem of merging drawn figures with dimensional space that Slam Dunk solves on the court.
- Whiplash (2014) — Percussive intercutting compresses a single climactic performance into taut near-real-time, syncing edit rhythm to sound impact — the tension-editing method Inoue applies to the closing possessions.