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Hikaru No Go: V. 11 Free Ebook

Hikaru No Go: V. 11 Free Ebook

FREEHIKARU NO GO: V. 11 EBOOK

Yumi Hotta | 194 pages | 01 Jan 2008 | | 9781421510682 | English | San Francisco, CA, United States — Википедия

The production of the series' Go games was supervised by Go professional Yukari Umezawa. It was adapted into an television series by Studio Pierrotthat ran for 75 episodes from to on TV Tokyowith a New Year's Special aired in January Viz Media released both the and anime in North America; they serialized the manga in Shonen in addition to releasing its collected volumes in entirety, while the anime aired on ImaginAsian in addition to a DVD release that was cancelled prematurely. Hikaru no Go was well-received, with over 25 million copies in circulation and winning the Manga Award in and the Tezuka Osamu Cultural Prize in It is largely responsible for popularizing Go among the youth of Japan since its debut, [4] and considered by Go players everywhere to have sparked worldwide interest in the game, noticeably increasing the Go-playing population around the globe. While exploring his grandfather's shed, Hikaru Shindo stumbles across a Go board haunted by the spirit of Fujiwara-no-Saia Go player from the Hikaru No Go: v. 11 era. Sai wishes to play Go again, having not been able to since the late Edo period Hikaru No Go: v. 11, when his ghost appeared to Honinbo Shusakua top Go player of that period. 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 young boy. 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 twice defeats Akira Toya, 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 Hikaru No Go: v. 11 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. He also demonstrates a natural talent for the game and remains determined to prove his own abilities to Akira, Sai, and himself. Hikaru enters the Hokuto Cup, an international tournament for under Japanese, Chinese, and Korean Go professionals. As the highest-ranking Hikaru No Go: v. 11 pro, Hikaru No Go: v. 11 qualifies for the tournament, but Hikaru has to Hikaru No Go: v. 11 in a series of games to become 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-inwhose 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 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 . 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 Hikaru No Go: v. 11 the history of the game. Atsushi Kurata grants Hikaru's request when they play against Korea in the tournament because he sees the burning spirit in him. 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. 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 No Go: v. 11. 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. Instances of cigarettes were removed, as were some clothing designs and actual trademarks. Hikaru no Go was adapted into an anime television series by Studio . Viz began releasing the series on DVD on December 27, Each episode aired in subtitled Japanese every Tuesday, before the English dub of the same episode was shown on Saturday. A series of three Go video games based on the series were created by Konami for the Game Boy Advance. The third was also released on the GameCube. Hikaru no Go has been well-received, with more than 25 million collected volumes in circulation. Hikaru no Go dramatically increased the popularity of Go in Japan and elsewhere, particularly among young children. Go professional Yukari Umezawa served as Hikaru No Go: v. 11 technical advisor for the anime and promoted the game on behalf of the Nihon Ki-in. One of the reasons she helped increase Go's popularity was from being called the "best looking Go professional". From Wikipedia, the free encyclopedia. Coming-of-age [1] Sports [2] Supernatural [3]. Shonen Jump. ImaginAsian Jetstream streaming. Michiko Yokote Tetsuya Endo. See also: List of Hikaru no Go characters. Main article: List of Hikaru no Go chapters. Main article: List of Hikaru no Go episodes. Anime and manga portal s portal. Hikaru No Go: v. 11 News Network. Retrieved June 27, Retrieved June 24, Viz Media. Retrieved November 4, Archived from the original on June 10, Retrieved March 26, Bloomsbury Publishing USA. Media Arts Database in Japanese. Agency for Cultural Affairs. Retrieved May 8, Archived from the original on March 19, Retrieved June 25, November 11, February 28, May 3, Retrieved Hikaru No Go: v. 11 28, October 14, April 21, April 28, July 14, January 31, April 1, Mainichi Shimbun Digital in Japanese. May 16, Retrieved June 28, Archived from the original on September 29, Retrieved August 19, November 13, Retrieved September 19, BBC News. May 12, September 23, October 12, Works by . Hentai Kamen. Tottemo! Masaru-san . Hoshin Engi Yu-Gi-Oh! Cowa! Whistle! by Dr. Tezuka Osamu Cultural Prize. Frederik L. Hikaru no Go, Vol. Fierce Battle by

Don't have an account? Sign up. Hikaru No Go: v. 11 the e-mail address associated with your account and we'll email you a link to Hikaru No Go: v. 11 your password. Stream Hit Anime! Hikaru no Go. Explore other series. . Log in. Year Anime Manga Shonen Jump. Remember me. Log in to VIZ Don't have an account? Remember me Forgot password? Reset Password Enter the e-mail address associated with your account and we'll email you a link to reset your password. Requesting Hikaru No Go: v. 11 Reset Instructions You have been sent an email with instructions on how to reset your password. NOTE: If you don't receive a message right away, please be patient. At times some customers have experienced delays of several minutes. Subscribe to the VIZ Newsletter. First Name. Last Name. Feedback Please submit a suggestion, comment or question - we would love to hear from you! E-mail optional. Note to our visitors in the EU This website uses cookies and tracking technologies to assist with your navigation, analyze use of our website and products and services, assist with your registration and login, and to assist with our marketing efforts. You may block cookies via standard web-browser settings, but this site may not function correctly without cookies. Edit comment. Contains spoilers! Hikaru no Go — @дневники: асоциальная сеть

Goodreads helps you keep track of books you want to read. Want to Read saving…. Want to Read Currently Reading Read. Other editions. Enlarge cover. Error rating book. Refresh and try again. Open Preview See a Problem? Details if other :. Thanks for telling us about the problem. Return to Book Page. Preview — Hikaru no Go, Vol. Hikaru no Hikaru No Go: v. 11, Vol. Beth Kawasaki. Takeshi Obata Illustrations. After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream-- defeating the famed go prodigy Akira Toya! Hikaru's classmate Ochi has won enough games to Hikaru No Go: v. 11 hi After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. 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 Hikaru No Go: v. 11 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? Get A Copy. Paperbackpages. More Details Original Title. Hikaru no Go Other Editions 9. Friend Reviews. To see what your friends thought of this book, please sign up. To ask other readers questions about Hikaru no Go, Vol. Be the first to ask a question about Hikaru no Go, Vol. Lists with This Book. Community Reviews. Showing Average rating 4. Rating details. More filters. Sort order. Start your review of Hikaru no Go, Vol. Aug 20, Nicolo rated it it was amazing Shelves: manga. The series had no true villain, but there are a few characters that the reader would wish for a crushing defeat at the hands of the main character. Ochi is one and Hikaru faces in him in the last match of the pro test in a win and pass situation. There has been a lot of build up to this moment, with Akira providing coaching for Ochi in an effort to gauge the current ability of his once and future rival. Does Ochi get his comeuppance? Let's just say HIkaru passes the pro test. Feb 10, Meepelous rated it liked it Shelves: manga. Nice tension up until the very end - that felt pretty rushed. We finally start wondering what will happen to Sai! Hikaru No Go: v. 11 21, David rated it it was amazing Shelves: graphic-novels-comics-mangagojapanjapanese-literaturefemale- authorcontemporarychildrens. Hikaru No Go: v. 11 again, the beauty of this series is its ability to maintain a sense of tension and drama over what is basically just an unending series of go games. In volume 11, the author finally wraps up Hikaru's pro test that has been going on for the last four volumes. Spoiler: he passes. The most dramatic game by far is between Hikaru and Ochi, the young Insei who has already guaranteed his place in the pros, but who has been receiving private tutoring from Akira Toya. The game between Ochi and Hika Once again, Hikaru No Go: v. 11 beauty of this series is its ability to maintain a sense of tension and drama over what is basically just an unending series of go games. The game between Ochi and Hikaru is bristling with hidden significance, as represented by the ghostly Sai sitting behind Hikaru No Go: v. 11, and Akira's presence behind Ochi. Akira is obsessed with Hikaru, Hikaru wants to become a match for Akira, Ochi is aware that Akira is more interested in Hikaru than him and wants to earn the young pro's respect, Hikaru No Go: v. 11 Sai is showing hints of developing a subplot of his own, as he begins to speculate on whether he really will accompany Hikaru throughout his life. Given that in the author's notes, Hotta admits she doesn't always know where she's going with the story, I wonder how things will develop now that Hikaru is entering pro ranks. Oh, look, the author remembered that Hikaru a year-old, still has parents. Once every few volumes his mother shows up to titter nervously about how she just doesn't understand this go game her son is so obsessed with. Talk about disappearing parents in children's fiction. I don't think we've seen Hikaru's dad since volume one. Anyway, this volume was also notable in that it's starting to refer to actual go terms and tactics in slightly more detail, and I was actually looking at the game between Ochi and Hikaru trying to figure out how Hikaru was going to make life for his black stones. You still don't really need to know how to play go to enjoy this series, but this was the first volume where I think you might miss a bit of nuance if you're not familiar with some basic principles. And believe me, basic principles is all I know. I know they have go experts double-check all the go drawings, but not being an expert myself, Hikaru No Go: v. 11 wonder how tricky and sophisticated these games really are, or do they just pick some old classic Honin'bo tournament to illustrate? Anyway, once again one of the better volumes in the series. Aug 05, Robert Beveridge rated it it was amazing Shelves: goal-listcuy-co-pub- libfinished. Yumi Hotta, Hikaru no Go vol. Hotta completes that arc in A Fierce Battlethe eleventh volume in the series, and the long-awaited match, with Toya-trained Ochi facing Sai-trained Shindo, is a barnburner. That you know how it's going to come out despite Hotta cliffhanger makes it not one whit less exciting, and that's part of the fun here. A banner volume in a fantastic series that's well worth your time, even if you're not a manga fan yet. Mar 01, Ben Truong rated it really liked it Shelves: manga. It all comes down to one game — it always comes down to one game. By the twenty-fifth game of the Pro Exam, Kosuke Ochi has already Hikaru No Go: v. 11 one of three spots for becoming a Go Professional. However, he isn't resting on his laurels — he intends in beating Hikaru Shindo. If he does, Akira Toya would recognize him as his rival publicly and he would be able to join his father's study group. Entering the final game, Ochi has a record of with Yoshitaka Waya and Shindo tied with a record of e It all comes down to one game — it always comes down to one game. Entering the final game, Ochi has a record of with Yoshitaka Waya and Shindo tied with a record of each and Shinichiro Isumi has a record of If Isumi wins and either Waya, Shindo or both lose there will be a play for the remaining Professional spots. Isumi easily wins, and as does Waya, who beat fellow insei, Yuta Fukui, who he is notoriously difficult in beating, which comes down to one game. If Shindo wins, he takes the last spot for being a pro, but if he loses, he has to play a rematch with Isumi, which he could lose. Reiterating the fact, it always comes down to one game. Prior to the last match, Ochi purposely let slip that Toya was tutoring him to beat Shindo, hoping to unhinge him, which he was successful. However, he bragged too much, which gave Shindo the chance to deflect that attack back towards him. The answer is clear — the victor of this match would be Toya's true rival. The game was tough, Toya's guidance helped Ochi to out- read some of Shino's plans. However, Shindo found a weak spot against Ochi that he failed to see, making the game in flux and the certainty of a victor became unknown. They would have to duke it out to the very end and in the end there was one winner — Shindo. So, there wasn't going to be a playoff and Ochi lost the recognition of being Toya's rival and his seat at the Meijin's Go Study Group and Shindo would be joining Hikaru No Go: v. 11 Pros. Reading this tankobon was filled with tension and drama. While the match between Ochi and Shindo took center stage, there was another match that was quite Hikaru No Go: v. 11 also, the match between Waya and Shindo in which Shindo also won, which makes Shindo one of Waya's three losses. All in all, I'm really excited, the moment has finally come and Shindo is now a Professional Go Player on par with Toya Akira and I can't wait to see what happens next. Oct 26, Dorin rated it it was amazing. I love how the tension of the final matches unfolds in this volume. Waya, Isumi, Hikaru and Ochi are fighting it out on the last stretch. The competition is fierce, and the tension is real. Akira continues to feed his obsession for Hikaru by training Ochi for the final game. Hikaru No Go: v. 11 was expecting a three-way play-offs, but that wasn't the case. Still, the resulting winners are to Hikaru No Go: v. 11 liking - although I would've loved not to see Ochi in this series anymore I did not really like him. https://cdn.sqhk.co/rhondawhitebo/D6ifzx4/the-unbearable-lightness-of-being-61.pdf https://cdn.sqhk.co/jeffhaydenyy/dRjahid/postcard-killers-9.pdf https://cdn.sqhk.co/markquadevb/jaGMhjX/mouse-in-space-63.pdf https://static.s123-cdn-static.com/uploads/4573350/normal_5fc4fa70adcc1.pdf https://cdn.sqhk.co/nickbutlerxo/hgjZggB/you-are-awesome-21-crafts-to-make-you-happy-82.pdf https://cdn.sqhk.co/hollylewisoh/tU8ib03/great-political-thinkers-from-plato-to-the-present-40.pdf