After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
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.
In the midst of re-reading this series, I found out that nothing dates a story more than the presence of boxy computer monitors in an internet cafe. Those are two things one can rarely find now that the 21st century is a fifth into its span. This title is more than two decades old after all, reckoning by the year this review is written (2020).
This was an important turning point in the series, as Akira and Hikaru switch places from pursuer to the pursued. This time, Hikaru will be chasing after his once and future rival. Plotwise, it can no longer be denied that this is indeed a shonen manga.
Hikaru found a way to how let Sai play as many Go games as he desires. Hikaru (Sai's spirit) starts playing Go on the computer at Yuki's sister's workplace. Soon, Sai gets to play against opponents from all over the world. During the 20th world amateur go championship everyone is trying to find out who this mysterious Go player Sai may be and he even gets compared to Honinbo Shusaku. Akira accepts Sai's game request online and they both play the exact same moves of the game where Sai beat Akira. Sai plays a different move in order not to expose Hikaru. Akira resigns the game. The real full game, they will play now in the next volume. The best volume up till now. But I think I need to study more about Go.
A new tournament is on, and Hikaru meets Akira, who beats him without a chance. During the tournament Hikaru learns about „online go”, and he connects and allows Sai to play online. He suddenly becomes a star, and people start talking about him at amateur tournaments, including Akira, who gets challenged by Hikaru/Sai to a game.
The story unwinds nicely, and I'm looking forward to seeing what's next.
Second reading: the game between Hikaru and Sai is really fun idea, I was giggling when seeing what was happening. I also love the new character, Waya, who is interesting from the start. I'm a bit sad about how Akari and the rest of the Haze people are somehow left on the side; it feels like the author is pretty much getting ready to ditch them.
This is the most obviously dated this series gets. The big plot point here revolves around this crazy new technology known as... the internet!!! Apparently if you have a "computer" you can use the "internet" to meet other people. Strange, isn't it?
There's not too much to this volume, it's mainly a set-up arc for what comes next. Hikaru and his friends are showing promise and trying to get better at go, Akira is preparing to become a professional go player, and all the while Sai is trying to find a way to play go without interfering with Hikaru's own desire to play.
In this volume, Haze Go club play against Kaio Go club and Hikaru plays against Toya again. At first, Sai played but Hikaru wanted play himself so he begins playing himself. However, his ability was not enough to play against Toya yet. So Toya was disappointed by Hikaru. After that, Hikaru dicided someday he will play Go on an equal level with Toya. I hope Hikaru surprises Toya sometime.
This entire review has been hidden because of spoilers.
Finally, the existence of Honinbo Shusaku (Sai) was recognized by some people, and many people were eager to find and know who “Sai” is. On the other hand, Hikaru and Sai became very famous on the internet, and they got a chance to rematch with Akira.
I enjoyed this volume more than the previous ones, as Hikaru's world is expanding a bit and the series is showing signs of character development without it being all about Akira vs. Hikaru.
This series is probably pretty boring if you're not into go, but I've always loved the game (in theory) even though I haven't actually played in years.
So, to refresh your memory about the major characters:
Hikaru: A 12-year-old novice go player who is haunted by the ghost of a medieval go master. Sai: The ghost of one of the greatest go players in history, from the Heian period. Akira: Hikaru's age, but his father is one of Japan's top go professionals, and Akira is a go prodigy.
The fourth volume of Hikaru no Ho has Hikaru and Akira finally playing a complete go game at a middle school tournament, but Hikaru decides to play Akira himself instead of letting Sai tell him where to play. Of course Akira whups his ass, and becomes quite upset, believing he had overestimated Hikaru all this time. He quits the Kaoi go club and begins testing for professional rank.
Meanwhile, Hikaru discovers the Internet. Since the series was originally published in Japan in the late 90s, the Internet is a relatively new thing (as you can tell by the boxy computers and laptops). But Sai is delighted that he can now play players from around the world without revealing that he's playing through a 12-year-old. Since he trounces everyone he plays, pretty soon the online go world is abuzz with news about this mysterious go master. When people arrive at the international amateur go tournament in Japan, they are all hoping to find out who "Sai" is.
The thing about go is that at a high enough level, you really do express your personality through your playing style, and good players remember very long sequences of moves. So it's inevitable that when Akira hears about Sai and gets online to play him, he finds his play familiar....
So, if the idea of the ghost of a medieval go master playing go online through the intermediary of a 12-year-old middle school student sounds silly to you, skip this series, but I'm actually becoming engaged with the characters. Also, I am tempted to start playing go again... I just don't have the time. :(
The first half of this tankobon covers the rest of the Middle School Tournament, which started in the previous volume, and ended with an explosive result – emotionally. After finding out the lengths that Toya has gone through to orchestrate a match between them, Shindo decided to grant Toya his wish to play Sai through him.
However, midway through their match, Shindo wanted to know how far the gap between their talents was and started to play as himself. While his play was intriguing and shows promise, Shindo didn't have the talent or strength to execute it fully. Frustrated by this turn of events, Toya explosively lost his demeanor and eventually crushed Shindo.
In the second half of the tankobon, Shindo discovers that he can play Go through the Internet and immediately likes the anonymity of it and spends all of his summer holiday letting Sai play Go to his heart's content. Unbeknownst to the duo, the username: sai, become a legend and people all over the world, amateurs and professionals alike wants to play with Sai – including Akira Toya.
The plot is moving along rather rapidly and the main rivalry being fleshed further with Shindo chasing after Toya, while Toya is chasing after Shindo – or rather Sai, and Sai just wants to play Go and find the mythical Hand of God. The art continues to amaze me and as always looking forward to the next tankobon.
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.
The school tournament arc comes to a close with a heartbreak. Hikaru wants to play, and Sai wants to play, and Akira sees Hikaru but wants to play against Sai really. The series lends itself to romantic analogies anyway, and here you are, a classical triangle.
However, in the year 2000, there's such a thing as internet Go! Where no one knows your real name... so Sai can play as much as he wants and takes the online world by storm. If only Hikaru had a computer at home—as privileged Akira does, another proof that Toyas are old money—none of this would have happened! Or, somewhere in 2050, Sai could have gotten a mind upload... but he wouldn't take it, would he? I don't agree with other reviews calling this dated; I know people who are literally younger than this manga and still don't like playing Go online, even though they are quite good players (single-digit kyus, better than I anyway).
We finally get half a foot in the door of professional Go, as Akira is getting ready to pass the pro test. He's shaken off the impression of Hikaru/Sai's incredible strength, processed his deep disappointment and believes himself ready. But he may get some reminders of Hikaru on the way...
This volume also introduces my favourite side character, Waya! He's one of the few well-balanced people around, and we are going to get more of him.
I enjoyed vol. 1 (4 stars), but then vol. 2 wasn't as great and this volume is the best one so far. I hope it just gets better and better from here on, I really enjoyed this one. It was adorable how happy Sai got from being able to play as much Go as he wants. Unfortunately, not everyone gets to stay anonymous online forever. The games were pretty short for a sports manga, I'm not complaining about that, it's a nice change of pace after 1 game taking over 6 episodes. Although I feel like since this is a shonen series and I'm only in the beginning, they will end up being more than the usual 2 chapters long and I don't know how to feel about that right now.
At first I was confused on why Hikaru doesn't know how to use a computer since I remember knowing how to use a computer in 2005, but then I remembered that that was the year the English edition on vol. 4 came out, the original came out in either 1999 or 2000 and the internet was way different back than, I don't even remember if I even used the computer much back than (I was 6 in 1999), so the internet was still something that a lot of people were unfamiliar with back then.
Vol. 4 opens with Akira and Sai having their rematch... before Hikaru decides to take over to see how he truly measures up against his rival. The rest of the volume is focused on Sai using a go website to anonymously play against others from across the world. Eventually they all converge in Japan, leading to a revelation for Akira on who this "Sai" really is. Admittedly; the revolutionary internet go games angle does feel dated. Especially as I have a device (smartphone) in my pocket that allows me to play with anyone, anywhere on Earth with the press of a few buttons. However it works well in the manga and plays out nicely. It is great seeing other go players react to Sai, and not just Hikaru playing for Sai. The art is great, as it has been in previous volumes.
Vol. 4 proves that Hikaru no Go still has a lot of steam left in it. With interesting directions to go.
This is such an excellent series! I watched the anime series first and the creators of the anime series stuck pretty much to the manga! There were just a couple of scenes that I don't remember being in the anime. In this volume, Hikaru learns that he can play GO on the Internet, so he lets Sai, the ghost, play as many games as he wants on the Internet, playing people from all over the world. When the yearly International Tournament arrives in Japan, everybody wants to know who Sai is. Sai is scheduled to play Akira Toya online on the first day of the Pro Exams, which will be in the next volume. As soon as I get caught up with some of my other reading, I will buy Volume 5. I gave Volume 4 a big 5 star rating!
La delusione di Touya è cocente: gioca finalmente contro Shindo e quest’ultimo, invece di dare il posto a Sai, decide di giocare lui stesso, e finisce come deve andare. Una sonora sconfitta. La scoperta del Go online, però, ringalluzzisce Shindo, che trova finalmente il modo di far giocare Sai quante partite vuole. Peccato che i giocatori online, tra cui diversi professionisti provenienti da tutto il mondo, inizino a farsi delle domande sul misterioso Sai che sembra di un livello sovrumano.
I have not mentioned this earlier, but the book is supervised by Yukari Umezawa, who is a 5 Dan level professional. The accuracy is therefore guaranteed. The rematch with Hikaru versus Akira…and the result may or may not be surprising to the reader. This was a very interesting volume and loads of great moments within it. I don’t have a special page that stood out for me…but I did enjoy it greatly. This series is definitely continuing its high quality.
Dramatic matches in a school Go club tournament push Akira and Hikaru's rivalry further, and Sai finds a new way to play consistently. The art on display in this series is incredible, and the pacing leaves you flipping through pages like crazy as you try to find out how these battles of wits will end.
I was a little... annoyed? by the battle between Akira and Hikaru, because it seemed like nothing new.
Really enjoyed the online Go/international Go tournament arc after that, though. So fun to see them explain what the internet is (this was published in 1998 👌). Also Sai is still so precious.
This is still a wonderful series, I read this back when I was in high school and it was first being translated into English. Totally awesome. Recommend to all fans of manga.