Hikaru, an elementary school boy, discovers a Go board in the attic and is
surprised to see blood stains on it, which other people aren't able to
see. The board is possessed by the spirit Sai and Hikaru is able to
communicate with it. Sai turns out to be an ancient master of Go who
committed suicide after having been falsely labeled as a cheat. Sai's goal
in his existence is to achieve the 'Kami no Itte' (Hand of God) in Go.
Sai is now connected to Hikaru. He wants to play as much Go as possible,
but Hikaru not only doesn't know any Go, he's even completely
uninterested. Slowly but assuredly, Hikaru gets fascinated by the game. At
first he wins by following the moves Sai dictates. This earns him a
reputation amongst some of the best players of Japan (as well as a rival).
But soon enough, Hikaru gets really interested and wants to learn to play
Go without the help of Sai. Hikaru's talents awaken and through
perseverance and the tutoring of Sai he soon gets really good in Go.
The first story arc, ends after 17 volumes. Volume 18 is a collection
of short stories in Hikaru's and the others past, and after volume 19 a
second story arc begins. {PVH}
This series is highly recommended. Not only is it instructive, it is a
very intense manga with lots of cliffhangers one can not guess
beforehand (unless you have an immense knowledge of Go, because apparently
the Go games depicted are all real Go games and famous ones to boot. So if
you were too look up the game you could predict the outcome of the game).
It has no violence (except on the board) and features highly likeable
characters. Moreover, the artwork is exceptionally good.
Hikaru no Go has become very popular in Japan in a short time. In the wake
of this popularity it has boosted the declining figures of go-players. To
show what influence this manga has, we cite from an article in ASIAWEEK
magazine (two-page article, 29 June 2001 issue):
"...Thanks to the popularity of Hikaru No Go, a manga that started
out two-and-a-half years ago as a serialized cartoon in the magazine
Shonen Jump, the game and its strategies are being studied, replayed
and debated in schoolyards and on the Internet. There are no official
figures on how many young fans the comic has inspired. But Go masters
are suddenly in demand. "The size of my class has doubled to 100 (over
the past year)," says Noriaki Oohashi, a retired Tokyo computer
programmer who teaches the game as a volunteer. Critical mass may be
imminent: an animated TV series featuring Hikaru (think of him as a
hand-drawn David Beckham) is expected to be released later this year.
For the Shueisha publishing house, producers of Hikaru No Go, building a
story around a game that moves at the speed of rice germinating was a
gamble. "Not many kids can relate to Go," says a company spokesman. "It's
not like soccer or baseball. There weren't many positives when we launched
the series." Nevertheless, 7.5 million copies of the comic have been sold
in Japan to readers wanting a glimpse into the cloistered world of
professional Go players. Like other sports, pro Go is rife with
jealousies, accusations of underhanded tactics and the emotional swings
of competition. (Some 500 pro players in Japan contest 23 tournaments
a year.) "The story captures the lives of professionals very well," says
teacher Oohashi. "Even adults can enjoy it."
Hikaru No Go's true-to-life storyline (true-to-life if you discount the
existence of Sai, Hikaru's spirit advisor) is the result of consultation
between the publishers and the Japan Go Association. Expertise is
essential to the story. Go is so complex it has been described as making
chess look as simple as checkers. The aim is for players to encircle as
much territory as possible on a 19 x 19 grid.
The association helps the manga editors with information about life on the
professional circuit; affiliated players provide advice on winning moves.
"We get calls from kids asking what they need to do to become
professionals," says Japan Go Association spokesman Tadao Sakamaki. "We
never got any calls before."
Hikaru's exploits are carefully monitored by his young fans, who consume
the series as they would an instruction manual with a plot. "I learned the
basics of the game from the comic," says devotee Ito. Now he routinely
beats his father, but still has lots to learn about sophisticated
strategies. "It will be difficult for (Ito) to become a professional,"
says his mother. "But I'm not against him trying. Even if he doesn't
become pro, he can have fun." The association's Sakamaki says the game
offers timeless lessons in diligence and perseverance. "Go teaches
responsibility," he says. "Unlike computer games, you can't just hit
the 'reset' button and start again when you lose. ..."
APG:(TV)(75)(Studio Pierrot)