Hikaru no Go

Hikaru no Go

The cover of Hikaru no Go volume 1 as released by Viz Media
ヒカルの碁
Genre Psychological, Supernatural
Manga
Written by Yumi Hotta
Illustrated by Takeshi Obata
Published by Shueisha
English publisher
Demographic Shōnen
Magazine Weekly Shōnen Jump
English magazine
Original run December 1998July 2003
Volumes 23
Anime television series
Directed by Tetsuya Endo
Jun Kamiya
Shin Nishizawa
Studio Studio Pierrot
Network TV Tokyo
English network
Original run October 10, 2001 March 26, 2003
Episodes 75
Anime television series
Hikaru no Go: New Year Special
Original run January 3, 2004
Episodes 1

Hikaru no Go (ヒカルの碁, lit. "Hikaru's Go") is a manga series, a coming of age story based on the board game Go written by Yumi Hotta and illustrated by Takeshi Obata with an anime adaptation. The production of the series' Go games was supervised by Go professional Yukari Umezawa (5-dan). The manga is largely responsible for popularizing Go among the youth of Japan since its debut,[1] and considered by Go players everywhere to have sparked worldwide interest in Go, noticeably increasing the Go-playing population around the globe, perhaps tripling it.

Current top Japanese Go professional Yuta Iyama is considered to be part of the influx of young Go players whose generation was inspired by the series.

First released in Japan in Shueisha's Weekly Shōnen Jump in 1998, Hikaru no Go achieved tremendous success, spawning a popular Go fad of almost unprecedented proportions; it received the Shogakukan Manga Award in 2000[2] and its creators received the Tezuka Osamu Cultural Prize in 2003 for the series. Twenty-three volumes of manga were published in Japan, comprising 189 chapters plus 11 extra chapters (see Omake). The anime series, which was created by Studio Pierrot, ran for 75 half hour episodes from 2001 to 2003 on TV Tokyo, along with the 77-minute extra New Year's Special that aired in January 2004.

In January 2004, the manga series debuted in the United States in the English language periodical Shonen Jump published by VIZ, now VIZ Media. In 2005 it was announced that VIZ Media also has the license to the anime. Hikaru no Go Volume 1 DVD was released on December 27, 2005. A Hikaru no Go "Sneak Preview" DVD (first episode) was released in the January 2006 issue of Shonen Jump (Volume 4, Issue 1) to subscribers. Hikaru no Go aired on ImaginAsian TV in the United States. It premiered on the online streaming service Toonami Jetstream on July 14, 2006. In the April 2008 issue of Shonen Jump, it was revealed that this was the last chapter to be published in the Shonen Jump magazine. All twenty-three volumes of the graphic novel have been released in the US.[3]

Storyline

The same basic storyline is followed by the manga and anime, with a few small changes between the versions. While exploring his grandfather's shed, Hikaru stumbles across a Go board haunted by the spirit of Fujiwara-no-Sai, a fictional Go player from the Heian era. Sai wishes to play Go again, having not been able to since the late Edo period, when his ghost appeared to Honinbō Shūsaku, an actual top Go player of that period. Sai's greatest desire is to attain the Kami-no-Itte (神の一手) – "Divine Move" – a perfect move. Because Hikaru is apparently the only person who can perceive him, Sai inhabits a part of Hikaru's mind as a separate personality, coexisting, although not always comfortably, with the child.

Urged by Sai, Hikaru begins playing Go despite an initial lack of interest in the game. He begins by simply executing the moves Sai dictates to him, but Sai tells him to try to understand each move. In a Go salon, Hikaru defeats Akira Toya twice, a boy his age who plays Go at professional level, by following Sai's instruction. Akira subsequently begins a quest to discover the source of Hikaru's strength, an obsession which will come to dominate his life.

Hikaru becomes intrigued by the great dedication of Akira and Sai to the game and decides to start playing solely on his own. He is a complete novice at first, but has some unique abilities to his advantage; for instance, once he has a basic understanding of Go, he can reconstruct a game play by play from memory. Through training at Go clubs, study groups, and practice games with Sai, he manages to become an insei and later a pro, meeting various dedicated Go players of different ages and styles along the way. While Hikaru is at this point not yet up to the level of Akira, he demonstrates a natural talent for the game and remains determined to prove his own abilities to Akira, Sai, and himself.

Hokuto Cup

Although the anime generally followed the manga's plotline, faithful readers of the manga were disappointed that the last arc was not aired. Where the anime ended, the manga continued with Hikaru planning to enter the Hokuto Cup, an international tournament for under-18 Japanese, Chinese, and Korean Go professionals. As the highest-ranking under-18 pro, Akira qualifies for the tournament, but Hikaru has to compete in a series of games to become one of the three Japanese competitors. His friends Waya and Ochi also enter the qualifying matches. He meets Kiyoharu Yashiro, a player from the Kansai Ki-in (Western Go Institute), whose style is as strange and offbeat as his own.

Hikaru, along with Akira and Kiyoharu Yashiro, are selected to represent Japan, while Suyong Hong (a Korean Go player who was beaten by Hikaru earlier in the series) and two others represent Korea and three of Shinichiro Isumi's Chinese friends represent their country.

The captain of the Korean Go team, Ko Yong Ha, is interviewed and his remarks are translated for Japanese viewers. The translator makes an error which causes it to appear that he is disparaging the skill of Honinbo Shusaku, who, like Hikaru, was possessed by Sai. Although Ko Yong Ha later finds out, he refuses to correct the error and instead emphasizes it when he realizes that it enrages Hikaru, who takes it as a direct affront to Sai. Considering their achievements and skills, Hikaru is still slightly under Akira. Therefore, their team coach, Atsushi Kurata, chooses Akira to be the captain. However, Hikaru wants to play against Ko Yong Ha, who is the captain in Korea, in order to show him that Sai is the most skillful Go player in the history. Atsushi Kurata granted Hikaru's request when they play against Korea in the tournament because he sees the burning spirit in Hikaru. At the end, Hikaru loses by only half a point. Japan eventually comes in last, behind Korea and China. But the Japanese team impressed both professionals from China and Korea because they did much better than what was expected.

At the end of the game, Ko Yong Ha asks Hikaru for his reason for playing Go. With tears in his eyes, he answers with the line "To link the far past, with the far future". The hidden meaning of this line indicates the links and emotional relationships between Sai, Shusaku, and Hikaru. However, no one understands the context of this line besides Hikaru.

A bonus story, set shortly after the Hokuto Cup event, shows two inseis, who are ranked 14th and 16th in the group, discussing whether Akira Toya or Hikaru Shindo were stronger. In the Young Lions tournament, they are each paired with Hikaru and Akira, making them change their minds about who is stronger. In the second round, Hikaru and Akira are paired against each other and begin a match, but the conclusion is unknown.

Titles

The plot of the manga "Hikaru no Go" revolves around the Japanese Go world. Several of the manga's prominent characters hold Go titles. The title holder is then called by a combination of their name and the title they hold. In the case of a multiple title holder the most prestigious title they hold is used. The 7 major titles mentioned in the manga are Kisei, Meijin, Honinbō, Jūdan, Tengen, Ōza, and Gosei.

English-language adaptations

Hikaru no Go is published in English in Shonen Jump magazine, and in individual graphic novels. Viz Media also licensed the anime and contacted The Ocean Group to produce an English voice dub. The anime was shown in English on ImaginAsian TV to USA residents and the first 72 episodes were available for streaming on Toonami Jetstream. DVDs are also available from Viz, although only 10 volumes were released (covering 50 episodes) before they were canceled due to low sales. The remaining 3 English dubbed episodes not released to either DVD or streaming were finally released when the series was put up for download on iTunes in February 2011.[4] The manga is unedited in the Shonen Jump version and the manga chapters that can be read on the Shonen Jump website. Unlike the earlier Shonen Jump versions, instances of cigarettes are removed from the Hikaru no Go graphic novels so that they can be labelled as appropriate for everyone. For instance, the cigarette that Tetsuo Kaga puts on a Go board is changed to a wad of chewing gum in the graphic novel. Other changes include removal of clothing designs (e.g. vol. 5) and actual trademarks.

The cigarette habits were edited in 2005 Shonen Jump editions along with the graphic novels, though not all were caught before translation. In Volume 2, Sai communicates his outrage about Tetsuo's "dirty cigarette" (graphic novel vol. 2, p. 9), and in another edition Sai says "He put his gum out on the board!" and in another panel Tetsuo is shown in the background smoking.

Similar changes were made when it was adapted as an anime, inside Japan.

Characters

Names are in Western order (first name before surname) except for Fujiwara no Sai's.

Main characters

Haze Middle School Go club

Insei

Kaio Middle School Go club

Other characters

Reception

The manga has sold more than 22,000,000 copies in Japan.[5]

Effect on the popularity of Go

Hikaru no Go dramatically increased the popularity of Go in Japan and elsewhere, particularly among young children.[1][6]

Go professional Yukari Umezawa served as the technical advisor for the anime and promoted the game on behalf of the Nihon Ki-in.[6] She had a short one-minute special at the end of every episode instructing kids how to play Go. One of the reasons she helped increase Go's popularity was from being called the "best looking Go professional".

Hikaru no Go also caused an increase in popularity and awareness of Go throughout all other countries where it was read or seen. As a result, many Go clubs were started by people influenced by the manga.

Media and release information

Manga volume contents

List of Hikaru no Go chapters

TV episodes

List of Hikaru no Go episodes

Music
Opening themes
# Transcription/Translation Performed by Episodes
1 Get Over dream 1-30
2 I'll be the One HΛL 31-60
3 Fantasy Nana Katase 61-75
Ending themes
# Transcription/Translation Performed by Episodes
1 ボクらの冒険 (Bokura no Bouken) Kids Alive 1-12
2 ヒトミノチカラ (Hitomi no Chikara) Arisa Mizuki 13-30
3 Sincerely 〜 ever dream 〜 dream 31-46
4 Days shela 47-63
5 Music Is My Thing dream 64-74
6 Get Over (Special Mix)
first part - off vocal version of Sincerely
(piano version mainly, final fragments are multi-instrumental);
second part - Get Over
dream 75
Video game appearances

Voice actors

Japanese version

English version

See also

Go Player, a A Chinese animated series about young Go players.

References

  1. 1.0 1.1 Shimatsuka, Yoko. "Do Not Pass Go". Asiaweek 27 (25): 54. ISSN 1012-6244. Retrieved March 26, 2007.
  2. 小学館漫画賞: 歴代受賞者 (in Japanese). Shogakukan. Retrieved August 19, 2007.
  3. "North American Anime, Manga Releases, May 1-7". Anime News Network. May 3, 2011. Retrieved February 28, 2015.
  4. Beveridge, Chris (February 23, 2011). "Hikaru no Go And MAR Anime Get Widespread Distribution". mania.com. Retrieved February 28, 2015.
  5. "The Rise and Fall of Weekly Shōnen Jump: A Look at the Circulation of Weekly Jump". Retrieved February 28, 2008.
  6. 6.0 6.1 Scanlon, Charles (August 1, 2002). "Young Japanese go for Go". BBC News. Retrieved March 26, 2007.

External links

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