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 genius for the game, and soon the scoolboy is chasing his own dream - defeating the famed Go prodigy Akira Toya!
START
Sai's games on the Internet have Go players around the world guessing his true identity. Among them is Hikaru's rival, Akira, who suspects that Hikaru is hiding behind the screen name "sai". So intense is Akira's interest, in fact, that he skips the first day of his pro exam for a re-match. And on a rainy Sunday, the battle of wills begins anew...
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.
There's a subtle transition in this volume for Obata-sensei's art.
The first four volumes had a cartoony feel to them, appropriate since Hikaru and friends were younger then. But as Hikaru matures and takes his first steps in to professional go by becoming an insei, the line art has become more polished and adhere closer to a much more realistic style the artist is known for his later works.
Hikaru stopped playing Go on the computer and his grandfather bought him his own Go board. Therefore Sai started to play games against Hikaru on the board and began teaching him some moves. Hikaru quits the Go club in his middle school in order to become an Insei and is currently taking the test.
This volume was a little slower-paced and had less in the way of go as it relates to the characters and dipped more into tween melodrama, hence not quite as enjoyable as the last one.
Hikaru's growth from apathetic sixth-grader to someone with an ambition to become a serious go player and beat Akira Toya has been developed over several volumes, but it still isn't entirely clear why. (Sometimes it seems like the author is just begging fans to write Akira/Hikaru foe yay.) So now Hikaru becomes motivated to take the test for Insei, which is a sort of apprentice professional-in-training rank for serious go players in Japan.
This causes much drama in Haze Middle School's go club, which frankly, is kind of silly. The other members are studying for their high school entrance exams, so why do they care so much if Hikaru quits the go club? I guess it's that life-and-death importance attached to silly things and I've grown too old to really remember what it was like.
Also, Akari, Hikaru's little "girlfriend," continues to be a tertiary character waiting to have an actual subplot of her own, but so far all she does is kind of stand around and gaze moon-eyed at Hikaru while still puzzling over basic go concepts that all the boys mastered in a matter of days.
I do rather like the author's little endnotes about how she draws the manga, her worries about pages getting shipped and editorial directions and so on. Sometimes it seems like she's stretching for material, though.
Don't mistake me, I am still enjoying the series, but this volume was more of a 3.5 and seems to be kind of a transitional chapter. There was almost no Sai in it, Akira is only mentioned, the whole subplot about Sai becoming an Internet go phenomenon from last volume was dropped entirely, and we don't find out until next volume whether Hikaru will become an Insei.
The first part of the tankobon covers Akira Toya's online match with Sai. Toya was so intrigued with the online persona sai that he skipped his first day of his Professional Exam to play him. While playing him, Toya thinks of Shindo and how his play is similar to his. He quickly shakes the thought out having trouble coinciding Shindo with two different strengths. However, when he hears that Shindo was at an Internet Café, he rushes and confronts him.
From the confrontation Shindo tells Toya that he is not sai and that if he's preoccupied in chasing his shadow, he would surpass him some day. Shindo also learns that the entire world wants to know who sai is and decides to stop playing Internet Go to keep the ruckus contained. With little choice, Shindo decides that he would play Sai, which thrills the Go loving ghost.
The second part of the tankobon focuses on Shindo preparing for being an insei – a Go student, who is intent on becoming a professional. After an encounter and a game with Kaoru Kishimoto, the First Board from Toya School's Go Club, lit a passion in Shindo to chase after Touya by joining the ranks of the insei.
However being an insei bars Shindo in participating in any amateur tournaments – like the school tournaments. So, Shindo is at a crossroads, leaving the Go Club that he's loved and helped build or forget about his personal goal in catching up to Toya and staying with his friends. With great sorrow, he leaves the club and the tankobon ends with Shindo about to take his insei exams.
The plot is moving along rather quickly and while there wasn't much in game play, there was a lot of character growth and development. The rivalry between the two protagonists is further strengthen and deepened, which makes me really interested in the chase. The art is amazing as always and I look forward to what both writer and artist will bring.
The end of the start. After Akira finally faces Sai over the internet (and, in a funny episode, he discovers Hikaru is in an internet cafe, but catches him with the Shonen Jump website instead of the go program), and he finally feels free to take the pro exam (and pass).
Hikaru finally understands that he has to do more in order to keep up with Akira, and he's now checking out his options - after a discussion with Kayo's first, who does a bit of reverse psychology trick on him, Hikaru ends up choosing to go for the Insei test. Of course, he cannot do basic stuff like recording his own game, but there's yet another learning opportunity.
I think by now Hikaru finally starts to grow. While there's less action, there's a bit more character development. Hikaru grows under our eyes. Finally, the author found her voice, I think.
Hikaru's Internet play has drawn attention from around the world, and now culminates in a rematch between Hikaru and Akira, but without Akira realizing that Hikaru is his opponent. One way or the other, though, the match, along with the revelation that Akira has passed the Pro Exam, forces Hikaru to think about going pro himself—a decision that will have far-reaching implications for the rest of his life. Another winning entry in this series, one of the highest-quality I've run across so far (and if you follow my reviews, you know I read a lot of manga). Highly recommended. ****
The anime didn't exactly match up to this volume (in terms of the breaks). ep 18 = vol 5 up to pg 59 (第35~37.5局) ep 19 = vol 5 pgs 60-110 (第37.5~39.75局) ep 20 = vol 5 pgs 111-155 (第39.75~41局) ep 21 = vol 5 pgs 157-203 (第42~43局)
Sad to see the Internet arc end. But I guess Hikaru entering the pro world is important. Kaga is back and he's chewing gum and carrying firecrackers around! (Clearly he was smoking and they were waving away the smoke from the air. More censorship!)
Both Hikaru and Akira are sooooo selfish!!! Especially, Hikaru must understand what he should do now and where his position is. He thinks only things he wants to do. He has to enter the tournament first!!!😡
In this volume, Hikaru grows so much and beats Tsutsui and Mitani at the same time. And at the final of this volume, he tries the Insei exam. You can enjoy the growth of Hikaru in this volume. I can’t wait to read next one.
This entire review has been hidden because of spoilers.
Volume 4 was really good but this series has already gone downhill for me in this volume.
I don't like where it's going. The reasons I enjoy sports anime and manga so much is because of the friendships between each other and because of the teamwork and how much they care about each other (even though I hate working withother people since I'm not good with social situations). I was hoping that this series would continue with Hikaru on a team and we would follow their journey, but instead it looks like we will follow his individual journey of becoming a pro and team's journey of getting better without him on the team. I understand that this is so that Hikaru can continue his rivalry with Akira but I don't like this direction. Sure I liked Yuri on Ice so much but I already expected him to compete as a individual because it's figure skating. In Kuroko's Basketball and Haikyu we see the main characters get better and better on their own and along with their teams and participate in school tournaments and then years later some of the Haikyu characters become pros, that's what I was hoping and expecting from this series and I'm not going to get that😞
While I want to stop reading this series because of how disappointed I am with the direction it's going in now, I have to at least read up until vol. 10 because I have the first 10 volumes. If I end up enjoying the next few volumes, then I'll buy the rest of the series and if I don't, then I'll skip to the last arc and read it on the shonen jump app. I hope I enjoy it because I really enjoyed the first 4 volumes and because I really like the cover of vol. 22, the way Hikaru looks kind of reminds me of Light from Death Note (although I'm not a fan of Death Note), which makes sense since Obata Illustrated both manga series.
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.
Akira gets his heart's desire and finally plays against Sai again. Too bad Sai's gotten even better after playing on the internet and getting to know the new meta shinfuseki / modern joseki, I should say. At the same time, of course, Akira's riling some people up: Waya is scandalized by his missing the first match of the pro test, and Hikaru issues a formal challenge.
The intense summer training regime pays off for Hikaru, and all circumstances combine to give him a push on the road to professional Go. The devastation this news brings to the school club members is completely believable to me. They are in their early teens; this is a big deal! And again, it's perfectly brought out by the drawings: close-up faces, eyes open wide, I swear I heard hearts thumping.
Kaga arrives on the spot just in time and helps out in his inimitable style.
Akari stays in the school club, though. She's clearly much more interested in the social aspect of Go than in hard competition, but that attitude works!
Hikaru No Go's 5th volume sees Sai and Akira having their rematch via the anonymity of the internet; while the rest of the volume focuses on Hikaru's personal goals separate from Sai. This collection is a bit on the slower side, but I do greatly enjoy the focus on Hikaru realizing what his goal is and taking steps to pursue it. We also see Sai come to a realization, although it is a minor one compared to the Hikaru focus. Ultimately the last chapters deal with Hikaru deciding whether to stay in the middle school go club or pursue go professionally. As other reviewers mentioned; there is also a noticeable maturity to Takeshi Obata's art. It is more crisp and characters seem more grown-up, which is fitting considering the focus on the volume. Overall Vol. 5 propels the focus of the series forward and proves this series still has plenty of steam left.
The Shogi captain is back! (Is it really a spoiler when his face is on the cover?) He was a fun character, so I'm glad he's here, if only for a few chapters.
Akira's rivalry is starting to bore me, because it never progresses, it never goes anywhere. He never gets any closer to finding out that Hikaru is possessed by a Go-loving ghost and it is really starting to annoy me.
Speaking of Sai: still a cutie. The internet arc did him well (but I hate how it ended so abruptly).
There is a lot of small changes that occur in this volume worth taking note of. The art style has subtly changed and is a slight improvement over the previous volumes. The characters are making changes that will help them advance as characters in the world of Go. Truly this volume is all about the little details and I felt like it was a slower volume since the previous 4 were jampacked with growth and movement, but this pace is very enjoyable, and I believe will be sowing seeds for future volumes.
Sai, apprendendo le strategie del Go moderno, diventa ancora più forte e inarrestabile. Ma anche Shindo, a furia di giocare e allenarsi con lui, è migliorato. Touya, intanto, ha passato l’esame da professionista. Shindo, se vuole raggiungerlo, non può pensare a un semplice torneo di Go. Deve studiare, impegnarsi, migliorare, e onde evitare che il gap sia insormontabile, decide di cimentarsi con l’esame per diventare Insei: verrà promosso?
This was another great volume! Akira played Sai over the Internet! Akira will be going Pro next Spring! Hikaru finds out that Akira is going to be a Pro and decides he will also take the Insei test so that he can become a pro, too. I gave this volume 5 stars!
also, a very confronting reminder about how the internet used to be so special and not an integrated, daily part of your life. crazy. anyways, this is the last volume i have and although i very much enjoyed reading this series, i'm not interested enough to continue reading online. i'm sure hikaru eventually wins of toya!
growth is beautiful and bittersweet. sometimes, you're left with no choice but to leave the people you've outgrown. a higher calling that leaves one's soul aching for it.
rooting for hikaru's triumph in his insei journey but also low-key wishing haze's go club were with him for that arc.
Excellent! I'm sad there was conflict with the club. I also wonder why Akira was given an exception if he was in the same situation but I guess it's because of who his dad is- that or I missed something.
another one done. This was about getting serious. It was Hikarus thinking, that he would gradually get better whle playing and somedayreach Akiras Level. But he was told, that this pace was too slow. So Hikaru is getting serious now and applied for a junior pro test. I hope he wins.
This entire review has been hidden because of spoilers.
Love all of this manga. Really nice to enjoy the additional scenes that aren’t in the anime. The artwork is just fantastic. The story is also really beginning to pick up in this particular volume and things take a more serious turn for Hikaru.
I wish they did not have Hikaru progressing quite so quickly in his skill as it seems very rushed. The conflict re the club vs Insei seemed to be resolved a bit too quickly. Otherwise, anotherfun volume.
あきらの顔は最高だった!インターネットカフェにヒカルを見つけてでも期待外れ!囲碁どころかジャンプを見ていた!あきらの失望は面白かった。ジャンプのページも懐かしかった。色んな素晴らしい話が移っている:犬夜叉、シャマンキーング、YuGioh、Hunter X Hunter, One Piece, るろうに剣心。。。皆も一度会えるは楽しかった。