Yu-Gi-Oh! The Movie Ani-Manga (regular version)


Book Description

Everything else was just practice! The official ani-manga of YU-GI-OH! THE MOVIE brings the film to life with full-color art and sound effects! Yearning for a way to beat Yugi, Kaiba acquires a mysterious card that may grant his greatest wish… or plummet the world into destruction! Anubis, the Egyptian god of death, has awakened from his sleep of five thousand years, and now the battle for survival is more than just a game. A strange pyramid of light appears, and mummies and sphinxes invade the real world as the duelists face their greatest challenge ever… the king of games versus the king of death! When a strange tomb is discovered in Egypt, Anubis, the Egyptian lord of death, awakens from his sleep of 5,000 years. Yearning to beat his rival Yugi, Kaiba acquires a mysterious card that may grant his greatest wish...but at what cost? Now, the magic and monsters are in the real world, and Yugi must duel Kaiba and Anubis to save the world from a new age of darkness! The ultimate shadow game begins now! Never before released in America or Japan, the official ani-manga of Yu-Gi-Oh! The Movie brings the film to life with full-color art and sound effects!




Yu-Gi-Oh! Ani-Manga, Vol. 1


Book Description

When a strange tomb is discovered, the Egyptian lord of death awakens from his sleep of 5,000 years. Yugi duels his rival Kaiba and battles to save the world from a new age of darkness.







Duel Art


Book Description

It's time to DUEL! The original Yu-Gi-Oh! manga ran for 38 volumes, has been adapted into multiple anime television series, and spawned one of the most popular trading card games in the world. Duel Art collects the fantastic color artwork of series creator Kazuki Takahashi, along with rough concept sketches, tutorials, and an exclusive interview with Takahashi-sensei himself.




School Library Journal


Book Description




Stray Dog of Anime


Book Description

Upon its US release in the mid 1990s, Ghost in the Shell , directed by Mamoru Oshii, quickly became one of the most popular Japanese animated films in the country. Despite this, Oshii is known as a maverick within anime: a self-proclaimed 'stray dog'. This is the first book to take an in-depth look at his major films, from Urusei Yatsura to Avalon .




The Anime Encyclopedia, 3rd Revised Edition


Book Description

"Impressive, exhaustive, labyrinthine, and obsessive—The Anime Encyclopedia is an astonishing piece of work."—Neil Gaiman Over one thousand new entries . . . over four thousand updates . . . over one million words. . . This third edition of the landmark reference work has six additional years of information on Japanese animation, its practitioners and products, plus incisive thematic entries on anime history and culture. With credits, links, cross-references, and content advisories for parents and libraries. Jonathan Clements has been an editor of Manga Max and a contributing editor of Newtype USA. Helen McCarthy was founding editor of Anime UK and editor of Manga Mania.




The Anime Machine


Book Description

Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media. The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically “animetic” effects—the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation—through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP’s manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology. Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the “animetic machine” encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.




Anime Interviews


Book Description

In this book, the first collection of its kind, you will hear insights directly from the mouths and minds of the anime and manga creators themselves, in interviews with are often the only ones on record in English. some of these creators are larger-than-life legends in their native Japan, some are up-and-coming young talents, but all have a lot to say on the subject of their work.




Astro Boy Volume 23


Book Description

The worldwide explosion of Japanese animation, toys, games, and comics can be traced to one focal inspiration, master storyteller Osamu Tezuka, and Astro Boy is Tezuka's most revered creation, a rousing all-ages masterpiece of action, fun, and humanity. This, the final volume in the definitive Astro Boy collection, features a cavalcade of Astro Boy short stories featuring everything Astro fans have come to expect: robots, ray guns, rockets, and a riot of a good time!