List of Hikaru no Go chapters
Appearance
![](http://upload.wikimedia.org/wikipedia/en/thumb/7/7b/Hikaru_no_Go_1.png/170px-Hikaru_no_Go_1.png)
Hikaru no Go (ヒカルの碁, lit. "Hikaru's Go") is a coming of age manga, based on the board game Go, written by Yumi Hotta and illustrated by Takeshi Obata. The series was published by Shueisha in its Weekly Shōnen Jump magazine from 1999 to 2003, with the 189 chapters collected into 23 tankōbon volumes.
The series was adapted into a 75-episode anime television series by Studio Pierrot, which was broadcast between 2001 and 2003 on TV Tokyo.
Chapters and volumes
[edit]No. | Title | Original release date | English release date | |
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01 | Descent of the Go Master (棋聖降臨, Kisei Kōrin) | April 30, 1999[1] 978-4-08-872717-2 | June 16, 2004[2][3] 978-1-59116-222-3 | |
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Hikaru Shindo is like any sixth-grader in Japan: a pretty normal boy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic -- and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go. | ||||
02 | First Battle (初陣, Uijin) | August 4, 1999[4] 978-4-08-872751-6 | October 12, 2004[5] 978-1-59116-496-8 | |
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With sure and steady moves, Sai and Hikaru are making a name for Hikaru Shindo as the one who might possibly beat the venerable Akira Toya. Wait. Who are we kidding? Hikaru: sure and steady...? Yeah, right! In between all the shenanigans Hikaru gets himself into during school and after, and dealing with Sai's unhappy sobs when Hikaru tries to run away from playing Go, his fame is growing. Principals, teachers and Go tournament kids alike are all wondering who this unruly bronco of a Go player is. Tetsuo, a Shogi punk who has a beef of his own with Akira, harasses poor Hikaru at first - then later puts him on his own Go team! Meanwhile, Akira, looking for a rematch with Hikaru, is surprised to find Hikaru playing with a third-rate Go club. You won't be disappointed with the further adventures of this dynamic Go duo! | ||||
03 | Preliminary Scrimmage (前哨戦, Zenshōsen) | October 4, 1999[6] 978-4-08-872777-6 | February 1, 2005[7] 978-1-59116-687-0 | |
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Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani - but will he join their club or continue to swindle old timers for their pocket change? | ||||
04 | Divine Illusions (神の幻影, Kami no Gen'ei) | December 2, 1999[8] 978-4-08-872800-1 | May 31, 2005[9] 978-1-59116-688-7 | |
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Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't. After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do... except learn how to play more Go! In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no Go! | ||||
05 | Start (始動, Shidō) | February 2, 2000[10] 978-4-08-872826-1 | October 10, 2005[11] 978-1-59116-689-4 | |
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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... | ||||
06 | The Insei Exam (院生試験, Insei Shiken) | April 4, 2000[12] 978-4-08-872849-0 | February 7, 2006[13] 978-1-4215-0275-5 | |
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From the beginning, Go has been just fun and games for Hikaru. But now that Akira has turned pro, it's going to take everything in Hikaru's power to catch up to his old rival. Before Hikaru can even take the pro test, however, he must get into the insei school and defeat all the students. And by that time Akira may truly be out of reach! | ||||
07 | The Young Lions Tournament (若獅子戦, Wakajishisen) | June 2, 2000[14] 978-4-08-872873-5 | July 5, 2006[15] 978-1-4215-0641-8 | |
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Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time? | ||||
08 | The Pro Test Preliminaries: Day Four (プロ試験予選4日目 そして——, Puro Shiken Yosen Yokame Soshite——) | August 4, 2000[16] 978-4-08-872894-0 | November 7, 2006[17] 978-1-4215-0642-5 | |
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Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him. | ||||
09 | The Pro Test Begins (本戦開始, Honsen Kaishi) | October 4, 2000[18] 978-4-08-873022-6 | April 3, 2007[19] 978-1-4215-1066-8 | |
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Practicing at Go salons is turning out to be more fun than Hikaru thought. But at one salon he meets his match in Suyong Hong, a sullen 12-year-old who is studying for the pro test in his native Korea. By mistake, Hikaru insults Suyong, and now the only way they can settle their differences is by playing a grudge match! | ||||
10 | Lifeline (起死回生, Kishi Kaisei) | December 4, 2000[20] 978-4-08-873047-9 | August 7, 2007[21] 978-1-4215-1067-5 | |
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The main round of the pro test has begun. Everyone's feeling the pressure, no one more so than Hikaru's friend Isumi, who has failed the test twice before. Fighting off his feelings of self-doubt, Isumi faces his next opponent, who turns out to be Hikaru. But a careless mistake lands the pair in an awkward position! | ||||
11 | Fierce Battle (激戦, Gekisen) | March 2, 2001[22] 978-4-08-873086-8 | January 1, 2008[23] 978-1-4215-1068-2 | |
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Hikaru's classmate Ochi has won enough games to guarantee his place among the top three players who will pass the pro test. Hikaru, on the other hand, still needs to win more games, and he'll soon face his friend Waya and Ochi himself, who has been preparing for their match with Akira's help! When the dust clears, who will be left standing? | ||||
12 | Sai's Day Out (新初段シリーズ, Shinshodan Shirīzu) | May 1, 2001[24] 978-4-08-873110-0 | May 6, 2008[25] 978-1-4215-1508-3 | |
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Hikaru's career as a professional Go player begins! In his first game, he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal. Then Sai attempts to teach a cheating Go player a lesson he'll never forget... Will Hikaru's ghostly master do him proud or make him look like an amateur? | ||||
13 | First Professional Match (プロ第一戦, Puro Daiissen) | August 3, 2001[26] 978-4-08-873144-5 | October 7, 2008[27] 978-1-4215-1509-0 | |
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Hikaru and Sai are both scheduled for matches with their greatest rivals -- Akira and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son...? The suspense is getting unbearable! | ||||
14 | Sai vs. Toya Koyo (sai vs toya koyo, Sai bāsasu Tōya Kōyō) | October 4, 2001[28] 978-4-08-873169-8 | February 3, 2009[29] 978-1-4215-1510-6 | |
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When Hikaru convinces Go master Toya Meijin to play Sai online, the Meijin raises the stakes: if he wins, "sai" must reveal his true identity; if he loses, he will quit the game forever! Then, Hikaru challenges himself by playing Kurata 6-dan. How do you win a game in which both players use the same color stones?! | ||||
15 | Sayonara (さよなら) | December 24, 2001[30] 978-4-08-873215-2 | May 5, 2009[31] 978-1-4215-2192-3 | |
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Hikaru ignores Sai's pleas to let him play Go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...? | ||||
16 | Chinese Go Association (中国棋院, Chūgoku Kiin) | March 4, 2002[32] 978-4-08-873232-9 | August 4, 2009[33] 978-1-4215-2584-6 | |
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Since Sai's disappearance, Hikaru has given up Go! Meanwhile, undefeated by his failure to pass the Pro Test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break -- and without Sai...? | ||||
17 | A Familiar Face (なつかしい笑顔, Natsukashii Egao) | June 4, 2002[34] 978-4-08-873268-8 | November 3, 2009[35] 978-1-4215-2585-3 | |
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From the moment he began playing Go, Hikaru relied on Sai's supernatural support. Now that his mentor has vanished into thin air, will he be able to handle the demands of life as a pro? Meanwhile, Hikaru's archrival Akira is playing so well even veteran players tremble at the mention of his name. And now, at long last, the two boys will compete against each other... | ||||
18 | Six Characters, Six Stories (番外編, Bangaihen) | August 2, 2002[36] 978-4-08-873289-3 | February 2, 2010[37] 978-1-4215-2823-6 | |
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The main storyline takes a holiday, making way for six tales that offer fresh insight into the characters and lives of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata, and Fujiwara-no-Sai. Hikaru Shindo figures in some of these and takes center stage in the final tale when he challenges a crooked antique shop owner to a game of Go in an attempt to restore an heirloom vase to its rightful owner. | ||||
19 | One Step Forward! (最強初段, Saikyō Shodan) | October 4, 2002[38] 978-4-08-873332-6 | May 4, 2010[39] 978-1-4215-2824-3 | |
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Hikaru is determined to move carefully, step by step, up the ladder of professional Go. He pours his energy into it, striving to get closer to his ultimate goal -- playing the Divine Move. After many games he finally gets to play a 7-dan, who turns out to be someone he's confronted before, though not in competition. Their mutual animosity fires their competitiveness, pushing them to play with maximum intensity! | ||||
20 | The Young Lions! (社vsヒカル, Yashiro bāsasu Hikaru) | January 6, 2003[40] 978-4-08-873365-4 | August 3, 2010[41] 978-1-4215-2825-0 | |
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Go players under the age of 18 in Japan, Korea and China are getting ready to qualify for the Hokuto Cup. Hikaru and Akira are both in contention for the Japanese team, but the preliminaries prove to be tough going. Stung by a reality check, Hikaru focuses like never before. But will it be enough to meet the challenge of the unconventional yet formidable Go of Kiyoharu Yashiro of the Kansai Go Association? | ||||
21 | Great Expectations (北斗杯会場へ, Hokutohai Kaijō e) | April 4, 2003[42] 978-4-08-873408-8 | November 2, 2010[43] 978-1-4215-2826-7 | |
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The Hokuto Cup, a new tournament for young players from Japan, China and Korea, is looming, and Hikaru's rival Akira has already secured one of the coveted three places on Japan's team. While Hikaru battles his way to one of the two remaining spots, Akira's father baffles the go world with his unexpected retirement! | ||||
22 | China vs. Japan (打倒高永夏, Datō Ko Yonha) | June 4, 2003[44] 978-4-08-873432-3 | January 4, 2011[45] 978-1-4215-2827-4 | |
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The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a tight grip on himself can he possibly make a showing, but that's far easier said than done! | ||||
23 | Endgame (あなたに呼びかけている, Anata ni Yobikakete Iru) | September 4, 2003[46] 978-4-08-873504-7 | May 3, 2011[47] 978-1-4215-2828-1 | |
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Hikaru is in the toughest battle of his life when he faces Ko Yong Ha, Korea's top player in the Hokuto Cup tournament. The stakes, however, aren't for personal glory but for something far deeper, something that differentiates a mere game from a way of life. Hikaru knows what this means to him, but will he understand what it means to the new wave of go players and, indeed, the game of go itself? |
References
[edit]- ^ ヒカルの碁 1 [Hikaru no Go, Vol. 1] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 1". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ Hotta, Yumi (May 19, 2004). Hikaru no Go, Vol. 1. ISBN 159116222X.
- ^ ヒカルの碁 2 [Hikaru no Go, Vol. 2] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 2". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 3 [Hikaru no Go, Vol. 3] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 3". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 4 [Hikaru no Go, Vol. 4] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 4". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 5 [Hikaru no Go, Vol. 5] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 5". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 6 [Hikaru no Go, Vol. 6] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 6". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 7 [Hikaru no Go, Vol. 7] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 7". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 8 [Hikaru no Go, Vol. 8] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 8". Viz Media. Archived from the original on October 18, 2006. Retrieved June 25, 2009.
- ^ ヒカルの碁 9 [Hikaru no Go, Vol. 9] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 9". Viz Media. Archived from the original on November 23, 2007. Retrieved June 25, 2009.
- ^ ヒカルの碁 10 [Hikaru no Go, Vol. 10] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 10". Viz Media. Archived from the original on January 7, 2008. Retrieved June 25, 2009.
- ^ ヒカルの碁 11 [Hikaru no Go, Vol. 11] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 11". Viz Media. Archived from the original on January 4, 2008. Retrieved June 25, 2009.
- ^ ヒカルの碁 12 [Hikaru no Go, Vol. 12] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 12". Viz Media. Archived from the original on March 15, 2008. Retrieved June 25, 2009.
- ^ ヒカルの碁 13 [Hikaru no Go, Vol. 13] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 13". Viz Media. Archived from the original on September 13, 2008. Retrieved June 25, 2009.
- ^ ヒカルの碁 14 [Hikaru no Go, Vol. 14] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 14". Viz Media. Archived from the original on February 7, 2010. Retrieved June 25, 2009.
- ^ ヒカルの碁 15 [Hikaru no Go, Vol. 15] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 15". Viz Media. Archived from the original on February 7, 2010. Retrieved June 25, 2009.
- ^ ヒカルの碁 16 [Hikaru no Go, Vol. 16] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 16". Viz Media. Archived from the original on February 7, 2010. Retrieved June 25, 2009.
- ^ ヒカルの碁 17 [Hikaru no Go, Vol. 17] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 17". Viz Media. Archived from the original on September 12, 2009. Retrieved January 9, 2010.
- ^ ヒカルの碁 18 [Hikaru no Go, Vol. 18] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 18". Viz Media. Archived from the original on December 30, 2009. Retrieved May 4, 2010.
- ^ ヒカルの碁 19 [Hikaru no Go, Vol. 19] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 19". Viz Media. Archived from the original on December 30, 2009. Retrieved May 4, 2010.
- ^ ヒカルの碁 20 [Hikaru no Go, Vol. 20] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ "Hikaru no Go, Vol. 20". Viz Media. Archived from the original on July 20, 2010. Retrieved May 4, 2010.
- ^ ヒカルの碁 21 [Hikaru no Go, Vol. 21] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ Hotta, Yumi (November 2, 2010). Hikaru no Go, Vol. 21. ISBN 978-1421528267.
- ^ ヒカルの碁 22 [Hikaru no Go, Vol. 22] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ Hotta, Yumi (January 4, 2011). Hikaru no Go, Vol. 22. ISBN 978-1421528274.
- ^ ヒカルの碁 23 [Hikaru no Go, Vol. 23] (in Japanese). Shueisha. Retrieved June 25, 2009.
- ^ Hotta, Yumi (May 3, 2011). Hikaru no Go, Vol. 23. ISBN 978-1421528281.
External links
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Wikiquote has quotations related to List of Hikaru no Go chapters.
- Official Viz Media's Hikaru no Go page
- Hikaru no Go (manga) at Anime News Network's encyclopedia