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Hikaru No Go, Vol. 1 Paperback – May 19, 2004
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal schoolboy 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.
- Print length191 pages
- LanguageEnglish
- PublisherVIZ Media LLC
- Publication dateMay 19, 2004
- Grade level4 - 6
- Dimensions5 x 0.7 x 7.4 inches
- ISBN-10159116222X
- ISBN-13978-1591162223
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Product details
- Publisher : VIZ Media LLC; First Edition (May 19, 2004)
- Language : English
- Paperback : 191 pages
- ISBN-10 : 159116222X
- ISBN-13 : 978-1591162223
- Grade level : 4 - 6
- Item Weight : 5.9 ounces
- Dimensions : 5 x 0.7 x 7.4 inches
- Best Sellers Rank: #949,542 in Books (See Top 100 in Books)
- #1,976 in Shonen Manga (Books)
- #3,729 in Media Tie-In Manga (Books)
- #9,267 in Fantasy Manga (Books)
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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.
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Reviewed in Spain on June 15, 2018
Hotta never stretches your credulity beyond breaking point, and nor does she pull cheap and dodgy plot moves of the sort that set your alarm bells ringing. Instead, she writes thoughtful stories which feature strong characters, and which develop at a fairly relaxed pace - more closely mirroring reality than is the case with many other mangas. The plot is rooted in the competetive world of the traditional Japanese board-game, Go. This may sound like an undramatic premise, but in fact Hikaru No Go is one of the most intense and entertaining mangas that I have read. The intensity rests primarily in the developing relationships and rivalries between the different characters, who are are all brought together - at different points in the series - by their shared obsession with the game.
Hikaru No Go also touches upon reincarnation and past lives, as well as highlighting the influence of one particular spirit from the past - Fujiwara no Sai - upon the present life of the main protagonist, Hikaru Shindo.
I think it's a great manga.