Many friends attribute the fact that Xiangbei defeated Sano Industry in "Slam Dunk" to the conflict between the author Yuhiko Inoue and JUMP magazine. In fact, this ending is not the result of careful consideration by Yuhiko Inoue. There is no basis for the description of the end

Many friends attribute the fact that Xiangbei defeated Sanno Industry in "Slam Dunk" to the conflict between the author Yuhiko Inoue and JUMP magazine. In fact, this ending is not the result of careful consideration by Yuhiko Inoue.

The description of the ending such as "Youth is full of regrets" circulating on the Internet cannot find any basis. In fact, Yuhiko Inoue repeatedly emphasized in various interviews that the ending of "Slam Dunk" was carefully designed by himself, and there was no regret for it.

In an interview with Inoue Yuhiko and his mentor, Hojoji, the author of "City Hunter" and "Three Sisters of Cat's Eye", Hojoji also told the process of Inoue Yuhiko's ending of "Slam Dunk".

Back then, Yuhiko Inoue, who was worried about the ending, ran to Hojoji with the drawing. Yuhiko Inoue said that he was going to play, but in fact he was drawing a storyboard. While drawing, he muttered: "How should I draw it after the Battle of Sanno?"

Hojoji responded easily: "When you use all your strength to defeat Sanno, you will be killed and defeated in the next game, isn't it good."

In this way, the end of "Slam Dunk" is still Hojoji's "masterpiece". However, Yuhiko Inoue made a defense later, and this was how he planned it. He said that the time point of the end of the comic is very clear, and I decided to finish it after I finished playing the Mountain King, so the most important thing is how to make my work reach its peak in this game, which is the key. For me, there is no other ending that is better than this one.

As for running to Hojoji to paint, according to Yuhiko Inoue, he wanted to see his mentor's thoughts on the ending of "Slam Dunk", so he went over to confirm this.

In an interview in 2014, Yuhiko Inoue said at which point did he decide to use the Sanno War as the final battle? The answer is to decide when drawing the matchmaking table of the national competition.

From the follow-up story, it can be seen that this is the result of Yuhiko Inoue's careful layout. After all, after defeating the strongest opponent in a super long period of time, no matter how the plot is filled, it will only be called the Dogtail Sequel.

Moreover, it seems unrealistic to let a team that has never participated in a national competition win the championship. The plot setting of defeating the strongest and being eliminated again due to exhaustion is simply too in line with the color of youth.

As for the appearance of Zhu Xingda, Jun Tooya, Mori Shige, Okoshiba, etc., it is just to expand the stage of Japanese high school basketball and allow readers to feel the atmosphere of the strongest people in the national competition. Yuhiko Inoue even said playfully that in real-life games, we also have a situation where we want to watch a duel, but we can't achieve it.

For this reason, Yuhiko Inoue is not even sure which team won the national championship, so let the readers guess it for themselves.

JUMP magazine and Yuhiko Inoue are not at all conflicts. On the contrary, for top-notch works like "Slam Dunk", JUMP official still gives the greatest show. In the final episode of "Slam Dunk", it has paper (cover) and full color of the scroll, and its treatment even surpasses "Dragon Ball".

Even the editor who has the right to speak for the direction of the work, cannot change Yuhiko Inoue's pursuit of quality. In his opinion, readers will be tired of one "upgrading and fighting monsters"-like plot after another. Repeated plots and characters will only become a failure in classic works - this is the real regret.

So, Yuhiko Inoue finally chose a heart-wrenching and heart-warming game as the end. In this game, Mitsui Shou completed the redemption, Akagi Takaki realized his value, and Miyagi Ryoda used actual evidence that short people could also like basketball. The final final victory was completed by two of the most unreliable teammates Sakuragi and Rukawa.

Inoue Yuhiko poured all his talents into the final kill without dialogue at the end of the story. Rukawa broke through and passed the ball. Sakuragi, who had exhausted his physical strength, picked up the ball, gently held it with his left hand, and cast it with his muscle memory.

The screen is frozen, the goal is scored, Rukawa and Sakuragi Century are high-five...

Everything is so perfect! That scene has entered the palace of classic pictures in comic history.

Inoue Yuhiko cherishes the work "Slam Dunk". After the comic is finished, it is difficult to see him make money with this IP. In addition to some sets of settings, the surrounding works are only "Ten Days Later" which describes the situation after the story's national competition.

But even so, "Slam Dunk" can still be more innovative in , bringing a passionate story about youth and struggle to generations of readers.

Maybe Slam Dunk has an incomplete ending, but it is the best ending.

This article was first published by "Hefeng Animation". Please indicate the source when reprinting.