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 series had no true villain, but there are a few characters that the reader would wish for a crushing defeat at the hands of the main character.
Ochi is one of those characters that deserve a drubbing in go and Hikaru faces in him in the last match of the pro test in a win and pass situation. There has been a lot of build up to this moment, with Akira providing coaching for Ochi in an effort to gauge the current ability of his once and future rival. Does Ochi get his comeuppance? Let's just say Hikaru passes the pro test.
It all comes down to one game – it always comes down to one game. By the twenty-fifth game of the Pro Exam, Kosuke Ochi has already secured one of three spots for becoming a Go Professional. However, he isn't resting on his laurels – he intends in beating Hikaru Shindo. If he does, Akira Toya would recognize him as his rival publicly and he would be able to join his father's study group.
Entering the final game, Ochi has a record of 25-1 with Yoshitaka Waya and Shindo tied with a record of 23-3 each and Shinichiro Isumi has a record of 22-4. If Isumi wins and either Waya, Shindo or both lose there will be a play for the remaining Professional spots. Isumi easily wins, and as does Waya, who beat fellow insei, Yuta Fukui, who he is notoriously difficult in beating, which comes down to one game. If Shindo wins, he takes the last spot for being a pro, but if he loses, he has to play a rematch with Isumi, which he could lose. Reiterating the fact, it always comes down to one game.
Prior to the last match, Ochi purposely let slip that Toya was tutoring him to beat Shindo, hoping to unhinge him, which he was successful. However, he bragged too much, which gave Shindo the chance to deflect that attack back towards him. The answer is clear – the victor of this match would be Toya's true rival.
The game was tough, Toya's guidance helped Ochi to out-read some of Shino's plans. However, Shindo found a weak spot against Ochi that he failed to see, making the game in flux and the certainty of a victor became unknown. They would have to duke it out to the very end and in the end there was one winner – Shindo. So, there wasn't going to be a playoff and Ochi lost the recognition of being Toya's rival and his seat at the Meijin's Go Study Group and Shindo would be joining the Pros.
Reading this tankobon was filled with tension and drama. While the match between Ochi and Shindo took center stage, there was another match that was quite dramatic also, the match between Waya and Shindo in which Shindo also won, which makes Shindo one of Waya's three losses.
All in all, I'm really excited, the moment has finally come and Shindo is now a Professional Go Player on par with Toya Akira and I can't wait to see what happens next.
Only three contestants will be able to become a Pro during the Pro exams. It's between Hikaru Shindo, Yoshitaka Waya, Shinichiro Isumi and Kosuke Ochi. After 27 games the three players with the least loses will become a Go Pro player. Isumi couldn't make it due to his four loses. Ochi played the best, with only two loses, one of them against Hikaru. Toya is eager to find out how the game went and goes to Ochi's house to let him play out the game against Hikaru. But Ochi doesn't let Toya inside. Now Hikaru is an equal to Akira Toya. Hopefully we will see what's going to happen to Shinichiro Isumi, I feel bad for him since he reached the age limit to be an Insei. During the Pro exams at the Go association we surely saw some fierce battles.
Once again, the beauty of this series is its ability to maintain a sense of tension and drama over what is basically just an unending series of go games. In volume 11, the author finally wraps up Hikaru's pro test that has been going on for the last four volumes. (Spoiler: he passes.)
The most dramatic game by far is between Hikaru and Ochi, the young Insei who has already guaranteed his place in the pros, but who has been receiving private tutoring from Akira Toya. The game between Ochi and Hikaru is bristling with hidden significance, as represented by the ghostly Sai sitting behind Hikaru, and Akira's presence behind Ochi. Akira is obsessed with Hikaru, Hikaru wants to become a match for Akira, Ochi is aware that Akira is more interested in Hikaru than him and wants to earn the young pro's respect, and Sai is showing hints of developing a subplot of his own, as he begins to speculate on whether he really will accompany Hikaru throughout his life.
Given that in the author's notes, Hotta admits she doesn't always know where she's going with the story, I wonder how things will develop now that Hikaru is entering pro ranks.
Oh, look, the author remembered that Hikaru a 13-year-old, still has parents. Once every few volumes his mother shows up to titter nervously about how she just doesn't understand this go game her son is so obsessed with. Talk about disappearing parents in children's fiction. I don't think we've seen Hikaru's dad since volume one.
Anyway, this volume was also notable in that it's starting to refer to actual go terms and tactics in slightly more detail, and I was actually looking at the game between Ochi and Hikaru trying to figure out how Hikaru was going to make life for his black stones. You still don't really need to know how to play go to enjoy this series, but this was the first volume where I think you might miss a bit of nuance if you're not familiar with some basic principles. (And believe me, basic principles is all I know.) I know they have go experts double-check all the go drawings, but not being an expert myself, I wonder how tricky and sophisticated these games really are, or do they just pick some old classic Honin'bo tournament to illustrate?
Anyway, once again one of the better volumes in the series.
Yumi Hotta, Hikaru no Go vol. 11: A Fierce Battle (ViZ, 1998)
I hate to say it, but as both series go on, Hikaru no Go is starting to supplant Bleach as my favorite manga series. With most fighting manga, the whole “fight – get stronger – fight – get stronger” cycle is overstated and obviously artificial, but with Hikaru no Go, it's much slower-moving, there are plausible explanations for various events in the get stronger part of the cycle (plateauing, making dumb lucky moves, etc.), and Hotta, over the course of the pro test story arc, has built a credible, realistic stable of strong personalities. Hotta completes that arc in A Fierce Battle, the eleventh volume in the series, and the long-awaited match, with Toya-trained Ochi facing Sai-trained Shindo, is a barnburner. That you know how it's going to come out despite Hotta cliffhanger makes it not one whit less exciting, and that's part of the fun here. A banner volume in a fantastic series that's well worth your time, even if you're not a manga fan (yet). **** ½
Another random volume from the library; unfortunately, my reviews of this will be piecemeal unless I special-order the ones I missed, since I gave the entire series away before one of many annoying moves.
I mostly think this one is good because Hikaru really starts coming into his own, and probably (other than for dramatic purposes) his three losses were from being too nervous OR overconfident earlier in the competition. It does sort of dwell a bit on characters obsessing over their ranks, or what it would take for—say—Izumi to become pro this round, which makes it sort of surprising that this is a Shonen Jump title.
It was mostly happenstance that I got two Obata titles from the library at the same time, but since I have them together, I've noticed now that Obata's characters from Death Note onwards look pretty similar, but the Hikaru no Go characters are more distinct. I don't know if it's from having a different writer, or if his style just subtly changed with a new author. Either way, the Hikaru characters have a lot more contrast than Bakuman's, upon closer inspection because there are a lot more close-ups in Hikaru no Go, with more focus on characters' faces... though even Death Note used a lot of black (especially with Ryuk there).
I don't know. I think this volume's good but still mostly forgettable overall; the problem is this series really only has a few BIG highlights, and the rest is filling in the gaps between those. Probably also that it focuses on character relationships, too, like how Hikaru slowly drifts away from his school friends (by necessity, since pros can't compete in amateur tournaments for fairness) but reminds himself of his devotion to being recognised as Akira's rival. Definitely a tough series to recommend in general, much less in the middle of 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.
Ochi was so annoying, he was very jealous that Akira was so focused on Hikaru instead of him. I like Hikaru's other go classmates better. I do understand that he was written that way but it doesn't mean I have to like him.
I don't understand why they keep saying "I will get stronger," instead of "I will get better." It makes sense fighting manga and even in basketball and other sports manga, but not this one. It's just weird to me that they keep using the word strong instead of better.
Hikaru No Go's pro test arc comes to and end in this volume; as everything builds up to Hikaru vs Ochi. Akira has been training Ochi; while Sai has been tutoring Hikaru. It is an interesting dynamic that makes this volume have multiple layers. There's a bit of focus on other finalists, but the bulk of this volume is about them. The final match is quite enjoyable and delivers given all the build-up. This is all complemented by Obata's gorgeous art.
Fans won't want to miss this emotional and fulfilling climax to the pro test storyline.
The battle for turning Pro comes to a decisive conclusion at the end of this book...and if you have read the previous 10 volumes you will be in your feelings when it ends. I am not sending in a spoiler, but it truly shows the masterful writing and storytelling by Hotta and Obata to have you so invested in the game of "Go". The volumes all seem to read rather quickly, but they are emotional bombs for the reader as you journey into something that seems so unfamiliar but so interesting. This volume was especially satisfying.
Right now I am reading this like watching all episodes of Attack No.1 in a row. I don´t feel the urge to pick up go after i finished the series, but I am so happy I borrowed the whole series from the library, I just COULDN`T wait for the other volumes to be available. Cause I have a feeling something is going on with Sai. But I am pushing my worries away. Sai - for me - is the center of the series. There is no way the story can go on without him.
This entire review has been hidden because of spoilers.
This volumes gives us a lil glimpse at Waya's relationship with his sensei, which I really appreciated -- background info like that makes me root for other players than just the protagonist!
Sai is also really cute in this volume, with his thoughts and insecurities. I can't wait for when Hikaru and Sai finally get to play each other as equals (in the far distant future... ahaha)!
Shindo ce l’ha fatta: è diventato un professionista a tutti gli effetti. Fino a qui Hikaru no Go si è rivelata una lettura davvero piacevole e viene facile cercare informazioni sul Go, scoprire come si gioca e vedere qualche tutorial con la speranza di capirci qualcosa. Ora che Shindo è nel mondo dei professionisti spero che il manga tiri fuori personaggi più carismatici e che le partite si facciano più incredibili che mai.
Saya suka kaver ini. Begitu indah coloring Obata sensei Sedikit senu melihat akhir perjalanan Isumi. Padahal termasuk salah satu karakter fave. Namun apa daya, 3 org yg lulus ujian pro tahun ini tidak sampai padanya. Akhirnya di sini kita bisa melihat betapa Sai mulai merasakan bahwa "ujung" penantiannya yg bersemayam di dunia fana mulai terlihat....
Well, Volume 11 was just as great as 1-10. The Pro Exams are over, and three winners will be pros come the following Spring. I won't give away who the top 3 winners are, so you'll just have to read it yourself! I gave this volume a 5 star rating, just like the ten volumes already completed. I need to buy a few more volumes.
The student naturally acquires the style of the teacher; in this volume, we have more and more people noticing that Hikaru plays like Sai, and it creates a painful mix of pride and anxiety in Sai's mind. The pro test comes to an end, resolved mostly in an expected way, but the story around it is very well done.
Ochi and HIkaru go at it for the fateful match! I love the parallel drawn between them- Ochi is coached by Akira Toya and is has all those strategies and preparation read to take Hikaru down. And Hikaru has Sai behind him! Akira wants to challenge Sai, and is using Ochi as another go stone to battle. Whereas Sai has been teaching Hikaru and letting him grow on his own. What should be a low-stakes game for Ochi turns into a point of pride to prove that he's worthy of Akira's notice instead of Hikaru.
I can still hardly believe that there's a 23-volume manga series about the game Go, and that it's hard to put down. Drama, cliffhangers... I actually care about what happens to a few of these characters, which doesn't happen to me very often.
And Fujiwara-no-Sai is male?!? That's what the interwebs say. I much prefer Hikaru being possessed by an ancient *female* Go master, and will have no problem continuing to read it that way.
In this volume, it's finally decided who's going to pass the pro exam. Once again I was struck by how attached I have gotten to these characters, and how on edge I was, feverishly reading on and on and on. I was sad that Isumi didn't pass, but to be honest, I was pretty sure he'd be the one who wouldn't.
Anyway, this is really great stuff and a lot of fun.