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Obata Takeshi & Hotta Yumi | Hikaru no Go


Japanese: ヒカルの碁
English: Hikaru no Go
Synonyms: Hikaru's Go
Type: Manga
Volumes: 23
Chapters: 198
Status: Completed
Published: Dec 8, 1998 to Jul 14, 2003
Genres: Comedy, Drama, Game, Shounen, Supernatural
Authors: Obata Takeshi (Art), Hotta Yumi (Story)
Serialization: Shounen Jump (Weekly)

Synopsis: After stumbling across a haunted Go board, irresponsible Hikaru Shindo discovers that the spirit of a master player has taken up residence in his consciousness. In his pursuit of the "Divine Move," Fujiwara-no-Sai awakens in Hikaru an untapped interest and genius for the game, and soon the schoolboy is chasing his own dream—defeating the famed Go prodigy Akira Touya!

Background
Hikaru no Go won the 45th Shogakukan Manga Award for the best manga category in 2000.

Related Series
Adaptation
  • Hikaru no Go: Journey to the North Star Cup
  • Hikaru no Go

Status in Country of Origin
23 Volumes (Complete)
20 Volumes (Kanzenban)
12 Volumes (Bunkoban)

Anime Start/End Chapter
Starts at Vol 1, Chap 1
Ends at Vol 21, Chap 166

Groups Scanlating
Toriyama World

Licensed in English
Viz Media (23 Volumes - Complete) 


Source: MAL Manga info, Baka updates



Main characters



Sai Fujiwara no (藤原佐為)
A spirit from the Heian era of Japan and mentor of Hikaru Shindo. Sai continually plays Go in attempt to one day play the divine move (also known as the Hand of God). In the manga and anime, Sai had possessed the real-life figure Hon'inbo Shusaku and through his body, became a renowned Go player. Sai holds a rivalry towards Koyo Toya (a.k.a. Toya Meijin) and through Hikaru persuades Toya to have a game with him.

Extremely effeminate by today's standards (as is appropriate for a high-born Heian man), Sai is often drawn with traditionally feminine features and mannerisms. Yumi Hotta has joked about fans mistakenly calling him a "she" in the "intermission" pages of the manga. Sai's extremely emotional behavior is also proper for a Heian male; he sometimes cries copiously, soaking his long sleeves with tears, which in his own time would be respected as a sign of intelligence and sensitivity. His name Fujiwara indicates that he is related to a noble family of extremely high prestige in the Heian period, the Fujiwara clan.




Hikaru Shindou (進藤 ヒカル)
Protagonist who is assisted by Sai. At the beginning of the series, Hikaru is a sixth grader in elementary school. An important factor in the development of Hikaru's passion for Go was an encounter early on where Hikaru becomes the rival of Akira Toya. At first, he thinks that Go is just for oldsters and he is annoyed at Sai's demand to play, but little by little his passion for Go increases as he plays more and more. From being a member of a school Go club to being an insei and finally becoming a professional Go player (at 14 years old) a year after Akira, Hikaru matures throughout the course of the series. Throughout the series, Hikaru gradually gets taller because the manga volumes are around when he is getting older and playing Go at the same time. Hikaru is often portrayed wearing clothing having the numeral "5". This is a pun on the Japanese common name for five: go. His birthday is September 20th. Part of his strength is his ability to read far into the game very fast, and to make seemingly stupid moves. These moves in fact lure the opponent to doing stupid moves, which Hikaru then traps them by.




Akira Touya (塔矢 アキラ)
Birthday: December 14

Hikaru's biggest rival and Kaio Middle School student. The son of Koyo Touya, Akira is already a very strong Go player when Hikaru first begins playing and is amazed by Hikaru's seemingly impossible strength. Since his first game with Hikaru, Akira has been obsessed with discovering the secret behind his strength. Akira has faced Hikaru again and won, but still sees a lot of strength within him. As the series progresses, they continue to play each other, but it always ends in an argument. Akira also gets taller throughout the series.


Source: MAL




Anime OP video (1)


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