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However, as Haruko is in love with Kaede Rukawa, a popular and talented basketball player, Sakuragi decides to join the Shohoku High School basketball team to surpass Rukawa and make Haruko fall in love with him. As he starts learning how to play basketball, Sakuragi starts liking the sport and resolves to become the best player. On the team, Sakuragi meets Haruko's older brother, Takenori Akagi, who is also Shohoku's captain, and two other players with violent pasts that caused them to leave the sport,
Ryota Miyagi and Hisashi Mitsui. Together these five players help make Shohoku one of the best high school teams in Japan. Media[] Manga[] Main article: Chapters The series was originally published in Shueisha's Weekly Shōnen Jump
from issue 40 of 1990 until issue 27 of 1996. The 276 individual chapters were originally collected in 31 tankōbon volumes under Shueisha's Jump Comics imprint, with the first being published on February 8, 1991 and the final volume on October 3, 1996. It was later reassembled into 24 kanzenban volumes under the Jump Comics Deluxe imprint from March 19, 2001 to February 2, 2002. In North America, an English version of Slam Dunk was published by the now-defunct Gutsoon! Entertainment, which serialized the title in their manga anthology Raijin Comics from 2002 to 2004. Five collected volumes were published under Gutsoon's Raijin Graphic Novels imprint. They were released from July 2, 2003 until May 5, 2004. After Gutsoon! went out of business, the license for Slam Dunk was purchased by Viz Media, which published a preview of the series in the December 2007 issue of the North American edition of Shonen Jump.
In the 21st century, the use of other animation techniques is mostly limited to independent short films,[52] including the stop motion puppet animation work produced by Tadahito Mochinaga, Kihachirō Kawamoto and Tomoyasu Murata. [53][54] Computers were integrated into the animation process in the 1990s, with works such as Ghost in the Shell and Princess Mononoke mixing cel animation with computer-generated images. [55] Fuji Film, a major cel production company, announced it would stop cel production, producing an industry panic to procure cel imports and hastening the switch to digital processes. [55] Prior to the digital era, anime was produced with traditional animation methods using a pose to pose approach. [50] The majority of mainstream anime uses fewer expressive key frames and more in-between animation. [56] Japanese animation studios were
pioneers of
many limited animation techniques, and have given anime a distinct set of conventions. Unlike Disney animation, where the emphasis is on the movement, anime emphasizes the art quality and let limited animation techniques make up for the lack of time spent on movement. Such techniques are often used not only to meet deadlines but also as artistic devices. [57] Anime scenes place emphasis on achieving three-dimensional views, and backgrounds are instrumental in creating the atmosphere of the work. [19] The backgrounds are not always invented and are occasionally based on real locations, as exemplified in Howl's Moving Castle and The Melancholy of Haruhi Suzumiya. [58][59] Oppliger stated that anime is one of the rare mediums where putting together an all-star cast usually comes out looking "tremendously impressive".
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