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The First Slam Dunk poster

The First Slam Dunk

2022 · Takehiko Inoue

For when you need to feel inspired and don't mind sweating through the last ten minutes — perfect whether you love basketball, anime, both, or neither. An underdog rush with real grief underneath.

What it's about

Ryota Miyagi is the smallest player on the Shohoku high-school basketball team — a lightning-fast point guard whose composure hides a family grief that shaped him. The film drops you into one championship game against Sannoh, the untouchable national powerhouse, played out almost in real time, cutting between the court and the pasts that made each of these five teammates who they are.

The experience

Genuinely heart-pounding — the game has the tension of a great sports broadcast and the emotional weight of a family drama, and when the crowd noise suddenly drops out at a crucial free throw, the whole theater holds its breath with you. Expect to be wrecked, in a good way.

The craft

Manga author Takehiko Inoue directed the adaptation of his own work himself — an almost unheard-of arrangement — fusing motion-captured CG with the rough vitality of his ink line, so the animation reads like manga panels breathing. The sound design is spectacular: squeaking soles, sweat, sudden silence. This one earns the biggest screen and best speakers you can find.

Why it matters

A box-office phenomenon across Japan, Korea and China that proved sports anime could be event cinema, arriving twenty-six years after the original manga ended and vindicating a creator's total control over his own adaptation.

Reception & legacy: how The First Slam Dunk was received, argued over, and remembered →

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