Hikaru no Go

📕 Manga
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Hikaru no Go

Hikaru no Go is a Japanese manga series centered on the ancient board game Go. Written by Yumi Hotta and illustrated by Takeshi Obata, with Go supervision by professional player Yukari Umezawa, it was serialized in Shueisha's Weekly Shōnen Jump magazine from December 1998 to July 2003. The series was collected into 23 tankōbon volumes and became a significant cultural phenomenon in Japan.

The story follows Hikaru Shindo, a young boy who discovers an old Go board in his grandfather's attic. Upon touching it, he becomes possessed by the spirit of Fujiwara no Sai, a Go master from the Heian era who was the emperor's teacher. Sai, trapped in Hikaru's consciousness, guides the boy's moves during games, leading observers to believe Hikaru possesses extraordinary, inexplicable talent. As the series progresses, Hikaru develops his own genuine passion and skill for the game, eventually striving to become a professional Go player in his own right.

Hikaru no Go is widely credited with revitalizing interest in Go among young people in Japan and beyond. The manga's detailed and accurate depictions of professional Go tournaments, strategies, and the competitive world of the game were praised for their authenticity. Its blend of supernatural elements, coming-of-age drama, and sports-like competition created a unique narrative that appealed to readers who had no prior knowledge of Go.

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