Yumi Hotta (堀田 由美 Hotta Yumi, most often written as ほった ゆみ) is a Japanese mangaka, best known as the author of the best-selling manga and anime series Hikaru no Go, about the game of go that is widely credited for the recent boom of the game in Japan. The idea behind Hikaru no Go began when Yumi Hotta played a pick-up game of go with her father-in-law. She thought that it might be fun to create a manga based on this traditional board game, and began the work under the title of Nine Stars (九つの星 Kokonotsu no Hoshi), named for the nine "star points" on a go board. She later worked with Takeshi Obata (the illustrator) and Yukari Umezawa (5-Dan, the supervisor) in the creation of Hikaru no Go. She won the 2000 Shogakukan Manga Award and the 2003 Tezuka Osamu Cultural Prize for Hikaru no Go.
The conclusion and aftermath of sai vs. toya koyo was the best. Looking back, this and the last volume were the absolute peak of this series. It will never summit these heights again. Especially with what came after this volume.
So, this volume didn't jump the shark, but I am definitely seeing signs of wear in the series. The resolution of the Sai vs. Toya Meijin game was satisfying, with a few little twists thrown in, but the results seem mostly intended to remove a character as an active complication in the series. Fujiwara no Sai now senses that his entire purpose in being a ghost for a thousand years was to lead Hikaru to "the divine move." Really? Those are some pretty shitty go gods he believes in if they make him linger for a thousand years just to act as mentor for some kid in another era.
Once the Sai/Toya Meijin game was over, the rest of the volume was taken up by the "B" plot, which seems to be a recurring pattern: resolve a major twist in the main plot arc, then have a tricky go game between Hikaru and someone else. In this case, it's the newly-introduced character Kuwabata 6-dan, who plays "one color go" with Hikaru. While this made for an interesting game, it smacked of trickery, i.e., a stunt to make an excuse for an otherwise unimportant game to take up so much page space. And the filler at the end with Waya and his little friend was pure fluff.
So, where is the series going? Obviously, we still have the climactic confrontation between Hikaru and Akira Toya, and Sai is hinting that he may not be long for this world. So is it going to end with Hikaru playing "the divine move" against Akira in their final game? I do hope Hotta manages not to just drag this out for another eight volumes.
This was still fun and a good read, but quite mediocre for the series, and it wouldn't have made me a fan if it was my first volume. 3.5 stars.
The first half of the tankobon deals with the continuing online game of Koyo Toya and Sai and the world observing the game. It is a tension filled game against two geniuses and only one could come out the winner – Fujiwara-no-Sai. However, it seems that whoever won the game wasn't important. Apparently, Hikaru Shindo saw a move – a move that Sai or the Meijin didn't think of or seen – a move if the Meijin had taken would have secured his victory.
The day after, Shindo visits the Meijin wanting to make sure that he wasn't going to retire because he lost. However, the Meijin is a man of his word and really doesn't see retiring such a terrible prospect despite Shindo's frantic response. Apparently, the game with Sai changed the Meijin, although he lost his Judan title to Ogata prior to his retirement, his game seem rejuvenated and young again.
The second half of the tankobon has Shindo tricked Atsushi Kurata into playing Go with him by appealing to his vanity. Apparently, Kurata is very wary of Akira Toya below him trying to catch up to him and after hearing that Shindo had to find out how he compared with him. After a game of one-color Go, Kurata was really impressed with Shindo. Desptie his loss, Kurata became wary of Shindo too and relayed as much to Akira Toya when he visited his father.
All in all, the tankobon was really good. Although there is a dark foreshadowing of Fujiwara-no-Sai that I fear will come to pass, which I don't want to happen. However, it makes sense in a literary context for it to happen. I just wonder, if this comes to pass, how Shindo react? I'm hesitantly looking forward to find out in the next tankobon.
This one's a pretty significant volume in two ways: - Toya Meijin (Toya Koyo)* plays against Sai—online—and LITERALLY EVERYBODY finds out about it AND sees Sai absolutely decimate Toya, leading to Toya's retirement - Hikaru sees a game-changing move that neither Toya nor Sai did, which startles Sai into Disappearance Onset
The rest of the book is reaction to those, and set-up for the series-shifting next book, with its complete upset of the status quo. I mean, sure, Toya's retirement is a game-changer (haha), but he also admits that he won't stop playing—instead, he will be free to focus on playing how and when he wants to play, vs. having to travel around everywhere.
Admittedly, it's weird to me having people paid THAT MUCH to be professional board game players (100 million yen per year, which at current would be almost $645,000 USD!), but I'm hardly part of the community that puts a monetary value on that. Heck, I don't get esports earnings, but SOMEBODY values it, so they accordingly get paid for it.
(Except artists, because screw the people who do things that LITERALLY NOBODY ELSE can do exactly the same way, right? HARUMPH)
Actually, I guess there's also the one-colour go demonstration with Kurata, but if you ALREADY can't follow go, it's definitely impenetrable... haha.
Still a good series, though also still pretty niche. Yet I appreciate that stories about off-the-wall careers exist, if only to help keep them alive (and generate interest in them...?). I can't imagine this volume in specific is a good jumping-off point, though. Newcomers should DEFINITELY start with book 1 to get why this weird guy in old-fashioned get-up is following Hikaru around.
*The Meijin is the only one whose name is in correct Japanese order: Family name, then personal name. Everyone else is Akira Toya or Hikaru Shindo, etc., which seems like a weird oversight. At least be consistent about it?
4.5/5 (Review is for the series as a whole and does not contain spoilers)
12-year-old Hikaru finds an old Go board in his grandfather’s attic and accidentally frees the ghost spirit of a young Go teacher from medieval Japan, named Fujiwara-no-Sai. Sai has a strong passion for Go and wants to achieve the “Divine Move,” but unfortunately for him, Hikaru knows nothing about Go and has little interest in learning the game. When Sai finally convinces Hikaru to play, they defeat fellow middle school student, Akira, who has been training relentlessly with his father, Go master Toya Meijin. Akira, who is good enough to go pro, is shocked at his defeat and declares that Hikaru is his rival. This rivalry sparks a passion in Hikaru, who decides to learn the game and soon becomes a good enough player in his own right.
This series is appropriate for the middle grade age group, and may inspire readers to want to learn how to play the game of Go. The author consulted with actual Go players to make the manga moves more authentic, and throughout the series there are tidbits and instructions on how to play and resources for learning more about the game. In addition, this series teaches valuable lessons about friendship and explores some of the challenges in coming-of-age, especially as we grow up and move away from some people. This series is also likely to appeal to fans of sports manga, as it features similar story telling devices, and works to build tension in the Go games that the players play. Overall, this series is a fun, low stakes story that makes me want to learn a bit more about the game of Go.
Another great read! It nicely coincides with the anime version. This episode concludes the Internet game between Sai and Toya Koyo, with Sai winning by a half point; however, Hikaru tells Sai that if Toya Koyo would have put a stone in a different particular space, then Toya would have won by that half point! Everybody from around the globe was watching the game online: the professor from the Netherlands; the Chinese GO winner, Mr. Lee; the guy from New York; Ogata 9 Dan; the journalists in Japan: Waya, one of the fellow pros who became a pro with Hikaru; Akira Toya and his fellow buddies from his GO study group; as well as many others.
After that game, Hikaru played one color GO with Kurata 6 Dan. Kurata told Akira that Akira should be on the lookout for Hikaru being equal to him; that Akira shouldn't worry about winning against those above him, but of those below him, especially Hikaru Shindo.
This was an excellent volume and I just can't get enough of this manga! I guess I'll just have to read Volume 15 next. I read several books at the same time, kind of like watching several television series at the same time. I gave this volume 5 stars!
A solid continuation--13 saw Shindo arrange for an internet Go game between Sai and Toya Meijin, and this volume has the game actually play out. The most interesting moment for me comes when Shindo has a startling moment of growth in the wake of that internet game.
Also, Shindo plays Kanata-san in a "friendly" match--i.e. not a tournament--and when they discover that both sets of stones left by the board are white they play "colorless go." The game shifts back and forth, and if accepted as being played at the level the story wants the reader to believe is especially impressive, because--how? How do you track all that? Keep it straight in your head? Score it? I don't know. But then...I haven't figured out Go yet despite reading this manga. Ah well.
Ecco, il 14esimo volume di Hikaru no Go forse rappresenterà uno spartiacque perché non solo la partita tra Sai-Toya si conclude con la sconfitta di quest’ultimo, ma Sai si rende conto che il suo tempo sulla terra sta per finire perché la sua missione è compiuta: ha insegnato tutto quello che poteva a Hikaru e questi, riuscendo a leggere il goban della loro partita, mostrando come Toya avrebbe potuto vincere se avesse fatto un’altra mossa, si è rivelato il degno erede di Sai. Che il destino di Hikaru sia quello di raggiungere la mano di Dio?
The epic conclusion to Sai and Toyo Meijin and its shocking aftermath are explored in Hikaru no Go's fourteenth volume. There isn't much to say without big spoilers; but the resolution feels earned and satisfying. Sai comes to some realizations about his purpose following the match. I do like the direction the series is heading in, with a focus on the "next generation" of go players as previous volumes have highlighted. Overall Vol. 14 is another great entry into a series that continues to hold a high bar for itself.
What a Go Battle! I was sure, no positive that this volume would be a letdown from the previous two…but nope! This was just as good and just as intense! Great praise should be heaped on Hotta, Obata and Umezawa! As weird as it is to say, if the series ended with this volume, there would have been some feelings of incompletion but still satisfying. But volumes 12-14 (this one) leave me with such a beautiful feeling of the series and I think years from now, I will still enjoy this part above other portions of the series.
SPOILER . . . In this Volume the titans clash! FINALLY !! Sai gets his epic scene and combat. But after that he analyses the game with Hikaru and Hikaru learns something great. Sai understands that his whole purpose was, to take Hikaru that far. A few chapters later he vanishes. I am so sad. It´s been really long since I last was all ruined for a fictional character. I cried when Hikaru went looking for him. I felt so lonely.
I don't even know how many times I've reread this series.
千年の答 (Ch. 116) had me balling my eyes out. I wonder how Sai felt when he realized he was existing all this time for Hikaru. Burn but also so beautiful Jesus Christ I'm about to cry again....
The titular match concludes and changes the lives of both opponents. Sai's premonitions intensify, but he was always emotional anyway, and Hikaru fails to understand how serious Sai is this time. The artist and the writer know, of course, and this volume, more and more often, omits to show Sai looking over Hikaru's shoulder, commenting on his games, or in general participating in his life. Another tricky type of Go is shown off, but I don't know if it's all that important at this point. Not really invested in it.
Yumi Hotta, Hikaru no Go, vol. 14: Sai vs. Toya Koyo (ViZ, 1998)
Hotta once again makes the playing of a go match into a nail-biting experience as Sai and Toya finally face off. (Come on, admit it, THIS is the match you've been waiting to see the whole series.) While the outcome isn't exactly a surprise, it opens up some interesting new avenues for Hotta to take this series. Also, Hikau challenges himself to a game with Kurata (nice to see him becoming a more important character), who introduces him to a new variation: one-color Go. Which, if you think about it, is kind of terrifying. Some really good stuff here, can't wait to see where Hotta takes it. ****
This volume is all about the long-awaited game between Sai and Toya Koyo! It's not the game itself that takes up the wholle volume, but the aftermath. There's a definite change in both players, as well as Hikaru, and the rest of the professional go world. Everyone was watching, and the ripples are starting to show. Hikaru isn't just an observer to this game, he's someone who's finally beginning to understand that level of play- and as this series continues there's sure to be a big change in how he carries himself. After all, his first professional match ended in a no-show/forfeit, and now he's got an actual career ahead of him that he needs to face down.
This story is comfort food for me. I can't quite put my finger on what keeps me rereading/rewatching this and the anime, but my interest in Go certainly helps. I also like that it's a generally positive story about getting good at something