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.
Although this was really only an average installment, I'm being generous and giving volume 19 four stars because it's nice to see the story move forward again.
So apparently Hotta has decided to set up a big international tournament as the storyline that will occupy the rest of the series. Namely, the "Japan-China-Korea Junior Team Tournament," open to pros 18 years old and younger from all three countries. In other words, an excuse to bring back the Chinese and Korean players Hotta introduced in earlier volumes, plus give Hikaru another goal to shoot for, as unlike Akira Toya, who has automatically been seeded by virtue of his higher rank and superior record, Hikaru has to actually qualify for a seat on the Japanese team.
It will be nice to see Hong Suyong and the bratty Chinese geniuses who p0wned Isumi again. Meanwhile, Hikaru and Akira are definitely developing a "Foe Yay" friendship/rivalry. In this volume we also see the return of the corrupt professional go player whom Hikaru exposed a year earlier as hawking fake Shusaku antiques, and there are a few brief scenes showing what Mitani, Akari and Hikaru's other middle school friends are up to. Oh, poor Akari, who obviously has a crush on Hikaru despite the fact that so far he's shown about as much romantic inclination as a go stone. Is Hotta ever going to go anywhere with this hint of a subplot? Am I turning into a ridiculous manga shipper? Well, the series only has four volumes to go...
Volume 17 felt like the big climax to the series, and now we're getting the epilogue. A new status quo of Akira and Hikaru as frenemy rivals, HIkaru taking pro games seriously and earning wins, and everyone getting read to prove their strength with the possiblity of competing in an international tournament. It's rewarding to see Hikaru being a proper pro, actually playing his games and having the respect of others for his play (not just his potential or reputation).
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.
Hikaru no Go begins its next big storyline; teasing an international tournament for under 18 players between Korea, China, and Japan. The bulk of the focus in this volume is on the new generation of players. Hikaru and Akira have a genuine friendship that is a delight to see finally; although it is obviously one born out of rivalry. Isumi is also a pro now; playing his first match against Kuwabara. It is fun seeing the stage being set for this final story arc. The art, is as always, very gorgeous to look at.
Vol. 19 proves that Hikaru no Go still has one final story to tell us. And it seems it'll be worth the time.
Hotta gears up again after the set of supporting character short-tales in the last volume. With Hikaru now re-committed to Go and actually taking his pro-games seriously a new set of challenges arises. The most entertaining moments for me weren't the games, but the fact that Hikaru and Akira start meeting at the Go salon to discuss games, especially their own, and the arguments they get into are a nice touch. Watching the supporting characters gear up as they are also all pros now is also entertaining.
There is something that feels off as I read this volume waiting for one last glimpse of Sai…but in the end the volume is very good, very engaging and very entertaining. One cannot ask for a much better combo than Yumi Hotta, Takeshi Obata and Yukari Umezawa. There are a lot of great moments in this volume, but you can also see the end of the series is rearing its head. Art is always polished as is the characters and their interactions. Akira and Hikaru arguing is actually one that makes me think of siblings yelling it out.
Hikaru and Akira’s friendship has officially reached favorite levels for me! Their banter is actually the cutest thing in the world. But the whole time I was reading this volume I couldn’t stop thinking, they’re all so grown up now! I know that this volume is about three years after the beginning of the story, but you can really tell how much they’ve matured in this volume. I’m actually very sad that I’m reaching the end!
I don't hate the arc after volume 17 as much as others.
Yeah, the story took a dive, but I still liked certain parts of it. I liked how Hikaru and Akira became friends-ish. I liked how Kadowaki saw Hikaru's growth but in reverse (compared to Akira). I liked how they dug a bit deeper into Hikaru's "obsession" with Shusaku/Sai (in later volumes). Ending at volume 17 was the poetic thing to do from a story standpoint, but volume 17 onwards was a lot more realistic.
SPOILER . . . . From a storytellers point of view, we need a big final BOOM effect at the end. What better way to do this, than to start an international match. A japanese Radiosender (or television? can´t remember) introduces a new competition, of Go Player under 18 from Japan, Korea and China. The stroke of a genius! All the young heros of the series gathers in one place! And still we get to meet new characters.
Hikaru plays against other Shodan, even though he's far stronger than they are, and we're repeatedly reminded that everyone has to start at this point and work their way up. In his free time, Hikaru analyzes his and Akira's games with Akira. Akira is now playing against higher ranked players, and Hikaru wishes he could too. Hikaru's first higher ranked opponent is
This volume felt a bit scattered and lacking compared to some of the past ones. Even the short story volume worked better for me. The best parts were Hikaru buying himself a fan like Sai's (I was a little surprised that no one poked fun at him for what would have appeared to others like a sudden new affectation) and Hikaru and Akira arguing over Go. I could imagine them continuing to argue like that after having spent decades as friends and rivals.
Currently reading: I accidentally got the wrong book from my library, so I was like dang I can't read yet? Then I remembered that the 18th volume is just some short stories that don't necessarily add to the story itself, sooo..... yeah. ok.
I haven't seen the Hikaru no Go movie (I can't find anywhere to watch it. I'd love to have this series on DVD if I could find it), and this volume is where the anime ends and the movie begins. So I'm in unknown territory (haha get it) and I am excited and nervous.
Hikaru's pro life has started in earnest! That said, some of these chapters are a little meandering. It's good that they followed up with Kadowaki's story though.
Arrivato al 19esimo volume desidererei che si tirassero le fila al più presto perché inizio a sentire un po’ di ‘stanca’. Eppure il torneo Cina-Giappone-Corea dovrebbe esaltare…
It seems that after their official game, the relationship between Akira Toya and Hikaru Shindo changed – they've became frenemies. Shindo would frequent the Meijin's Go Salon to play a game with Toya and would eventually argue. They may have been friendly and cordial off the goban, but put one in front of them and they would eventually argue over minutiae of the game.
This tankobon introduces a new tournament, a Japan-China-South Korea Junior Team Go Tournament, named the Hokuto Cup, where a group of young and/or new pros would for a team representing each country. Not much is known about the tournament as of yet, but we already know that Toya has already been seeded into the tournament, which means that Shindo has to fight for his spot to represent Japan.
One notable game is the pick-up match between Shindo and Tatsuhiko Kadowaki during Shinichiro Isumi's Shinshodan Match. Kadowaki once played a pick-up game with Sai (through Shindo) and lost terribly – it was that match that delayed his entrance to the Pro Exam one year so he could train to prepare himself. It would be interesting to see how Kadowaki reacts to Shindo playing him now without Sai.
All in all, an interesting tankobon, I'm glad that they continued with the story. It seems that the series is finally including International Tournaments, which is great, because so far we are treated to only the Japanese National Tournaments and it's about the right time to introduce them too. I'm looking forward where this Hokuto Cup would lead.
Gosh it really makes a difference when you read a manga that doesn't actively hate you; I may have liked this volume of HnG more simply because it wasn't Descendants of Darkness.
HOWEVER it was also a great comeback out of the past 3 or so volume doldrums/Hikaru's mourning period, starting off with Hikaru and Akira apparently regularly playing one another in friendly (and with almost childish) competitiveness! The pace is upbeat and exciting, checking in briefly with all of our many widely spread characters (our friendly beginner dans are all swearing that they'll improve, Yuki is studying hard with Masako which i'm THRILLED about, Akari is pursuing her own dreams (runs off into the sunset thinking "fight fight fight!" to herself a++ chase your dreams Akari) and we're teasing a reunion with all our abroad kids! It's so nice to get back into the fun parts of Hikaru no Go.
Two other points of note: 1) It was incredibly pleasant to see a professional go tournament break include one panel with two women professional go players discussing child rearing, given how male-dominated the cast and background tend to be; the representation feels good man. 2) Yumi Hotta's mangaka notes were extremely wonderful this time around, just her geeking out about how she watches the anime every week and doesn't want to be interrupted, and how hard she has to try in the gameboy advance HnG games
Having enjoyed the excellent Anime series, I decided to start reading the books at the point where the Anime series ended. There is a minor overlap from the Anime's conclusion to the continuation of the Manga series, yet the story flows according to what has been previously introduced. Nothing major in terms of storyline development, however, the accuracy of the games and the Go culture is excellent! Takeshi Obata's artwork fits the series and is excellent throughout.
Hotta's storyline regains its forward momentum as Hikaru and his friends learn of and begin preparing for the Japan-China-Korea Junior Team Tournament. There's a theme of Japanese pride and ability to compete developing that is especially interesting, considering that this was written and published in the middle of Japan's Lost Decade.
Although I don't really care much about the 'Japan-China-Korea Junior Team Tournament', since it just feels like an artificial plot filler, I still find the characters themselves interesting enough to enjoy this volume.
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.