By: Yumi Hotta Publisher: VIZ Media LLC Average Rating: Binding: Paperback Label: VIZ Media LLC Number of Items: 1 Number of Pages: 192 Publication Date: June 16, 2004 Reading Level: Ages 9-12
Product Description: Hikaru Shindo is like any sixth-grader in Japan: a pretty normal school boy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic-and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
A title that shouldn't be missed When my friend told me about this manga 4 years ago my first reaction was "A manga about Igo (or Wei-Chi in Chinese)? Who'd want to read that?!" I resisted for about a year until I finally gave in to his naggings and picked up the first volume...and was completely hooked by the end of it. I immediately went and get a set for myseif, and to this day it has remained on the top of my favoriates (no small feat for someone who has hundreds of mangas and changes favoriates constantly). The story, the artworks, the characters... everything just grabs you and pulls you in and never letting go, and you don't want to be let go. I'm glad that they are bringing this manga to the US, and I'm going to collect the English version as well so I can introduce this wonderful work to my friends who can't read Japanese or Chinese. Do yourself a favor and pick it up, you won't be disappointed. This truly is a title that any manga or anime fans shouldn't do without.
The kids love it. I am amazed at how powerful an effect these books have had on my children. I mean that now that they have been reading these books they have developed an interest in playing go. They knew I played and have seen my go board but they never asked me to teach them until after they started reading these books. Within two weeks of the purchase of this book my 14 and 10 year old sons were playing go and I had never given any lessons to my 10 year old. They are continually asking me to get more of the series. It is great. I am very happy.
GO PLAYER GHOST Hikaru Shindo needs money fast and he's getting pretty desperate, even looking through his granfather's attic with his best friend, Akari, for any old junk he can sell. He's short of money because his allowance has been taken away by his parents for his bad grades in school. They manage to find an old Go board with what appears to be a bloodstain on it. Soon after that Hikaru begins to hear a disembodied voice only audible to him and then the voice is joined by a ghostly apparition of an 1000 year old Go player named Fujiwara-no-Sai from the Heian Period. He used to be the instructor to the Emperor, but a rival's plots threw him into disgrace and he eventually committed suicide. But his soul yearned to play more Go, and he has been able to appear to certain people through the ages to help him on his quest to play the "Divine Move". Now he hopes to enlist Hikaru in the drive to that goal.
I've found over the years that I can read manga or watch anime that get me interested in subjects I would never have sought on my own. The game of Go was something I had heard of but had no idea how to play before watching and reading Hikaru No Go. Even though I didn't understand every move being played by the characters I did get the GIST of what was going on, and felt suspense or excitement in what is essentially a mental game instead of a physical one. That is the true triumph of the writer and the artist. Making something that shouldn't be inherently interesting to non-players exciting and entertaining. Yumi Hotta's passion for the game really shows. Sometimes you can get swept up into another's passion through sheer force of will. The characters introduced in Volume 1 are likeable even though Sai is a little too girly for me. There's even a rival for Hikaru to go up against that is his own age, Akira Toya, the son of the best Go player in Japan, and a great talent in his own right. Great book. The anime series is good too.
A great stratigic manga! Yeah! I've seen the whole anime series (in chinese) already, and believe me it's really good! The end is sort of a "you choose" type of ending, so... you get my point.
Hikaru no go is a great manga promoting the ancient chinese/japanese game go. The object of the game is use black and white pieces and occupy most of the board. You can "eat" sections of your opponent's part by totally surrounding a portion of his pieces. Hikaru no go is about a young boy (6th grade) named Hikaru who just happens to find a go board in his father's attic! It seems that only he can see the blood stains on the board and suddenly a human/ghost come out of the board and has been longing to play go for the past hundred years. Sai (the ghost that looks totally like a person) couldn't die and go to heaven until he mastered the "divine move".
At first Hikaru, like any sane person, denys Sai what he wants (to just play go) Then, also like any sane person, consents when Sai's unquenchable sadness causes Hikaru to get sick. In Japan some people devote their whole lives just playing to and become go instructors. The game originally came from China, but it became more popular in Japan. Back to the story, Hikaru goes into a go club and finds that the whole place is full of adults. The suddenly he spots a boy his age and asks to play with him. Turns out, however, that the boy his age named Akira is the son of the best go player in Japan! Sai directs Hikaru in where to put the pieces and he wins without any effort. Akira is naturally shocked seeing that the way Hikaru holds the go pieces is like a beginner, but his moves are from hundreds of years ago! Akira has basically never been beat before, being a go prodigy, so now he has a new goal: to beat Hikaru.
The story progresses and tells about how hikaru gets taught by Sai in how to play the game, and expert moves. Hikaru learns very quickly and goes from a school team, to the city tournament, to applying to become a go instructor for life! It also tells of his struggles to beat Akira and how all the upper go players are keeping an eye on him. It's interesting when Hikaru and Sai go play on-line go with other real players from around the world. You get to see Sai kicking other countries' best player's butts!
Oh yeah, did I mention that only 3 people get become go instructors each year? Akira already got a spot the year before. Do you think Hikaru is up to the challenge? If he does get in, will he be able to compete with people on/above his level?
If you like this manga, I strongly recommend "Whistle!" as well
best go player ever!! i love this manga its the coolest!!its about a kid named hikuru and he finds a spirt that used to play go and it helps him play go.its realy good i recemend it for all ages!