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Hikaru no Go, Vol. 10 (Hikaru No Go (Viz Media))
 
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Hikaru no Go, Vol. 10 (Hikaru No Go (Viz Media)) [Paperback]

Yumi Hotta (Author), Takeshi Obata (Illustrator)
4.0 out of 5 stars  See all reviews (3 customer reviews)

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Book Description

Hikaru No Go (Viz Media)
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!

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Hikaru no Go, Vol. 10 (Hikaru No Go (Viz Media)) + Hikaru no Go, Vol. 11 (Hikaru No Go (Viz Media)) + Hikaru no Go, Vol. 9 (Hikaru No Go (Graphic Novels))
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Editorial Reviews

About the Author

Yumi Hotta received the runner-up award for the 2nd Annual Story King Awards for Best Storyboard. Her winning story, KOKONOTSU NO HOSHI was changed to HIKARU NO GO. In 1999, she teamed up with Takeshi Obata and the series began. Artist, Takeshi Obata made his debut in 1989 with CYBORG JI-CHAN G. The runner-up recipient of the 30th Annual Tezuka Award, Obata's major works include HIKARABITO DENSETSU and MASHIN BOUKENTAN LAMP-LAMP.


Product Details

  • Paperback: 208 pages
  • Publisher: VIZ Media LLC; 1 edition (August 7, 2007)
  • Language: English
  • ISBN-10: 1421510677
  • ISBN-13: 978-1421510675
  • Product Dimensions: 7.4 x 5.1 x 0.7 inches
  • Shipping Weight: 7 ounces (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Best Sellers Rank: #329,918 in Books (See Top 100 in Books)

 

Customer Reviews

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4.0 out of 5 stars The Pro Test continues., February 9, 2011
This review is from: Hikaru no Go, Vol. 10 (Hikaru No Go (Viz Media)) (Paperback)
Yumi Hotta, Hikaru no Go, vol. 10: Lifeline (ViZ, 1998)

The Pro Test continues, and as we kick off the book, Hikaru is still undefeated... but he has his most challenging foes yet to come, including Isumi and Ochi. This one focuses almost entirely on the matches, along with an interesting subplot (Ochi's grandfather contacts Toya for tutoring). A phenomenal series stays strong. ****
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4.0 out of 5 stars GAINING CONFIDENCE, August 31, 2008
This review is from: Hikaru no Go, Vol. 10 (Hikaru No Go (Viz Media)) (Paperback)
Hikaru just barely managed to survive the prelims of the pro test, not because he lacked the skill but because he lacked experience playing against adults. His playing has been pretty insular in terms of variety. He had only really been playing against the formal and quite dry styles of his Go study group. So when he went up against a maverick like Tsubaki he became quite rattled and let what were simply eccentric mannerisms ruin his concentration. But he's gained a ton of confidence after Waya and Isumi took him around to different Go salons last volume. Meanwhile, Akira Toya, still feeling the fear of being beat by Shindo at the beginning of this series, wants to find out just how far his rival has progressed. To do this he wants to set up a teaching match with Ochi. What he wants to do is teach Ochi to use his own style of play so when Ochi plays against Shindo, Toya will be able to tell how his own strategies would work. Unfortunately, Ochi doesn't want to be Toya's lab rat and refuses to accept his help. While he helped Shindo in volume 9, Isumi is currently the one that is suffering from a crisis of confidence and begins to lose games after being spooked by Shindo's newfound skill.

I'm still amazed after reading 10 volumes of this series that I still have interest in a book that is simply about playing Go! I mean, would I feel the same if someone wrote a manga about Monopoly? Weirdly enough, if the right Japanese artist and writer were doing it, I would probably give it at least a chance. I don't think a comic like Hikaru No Go could be done by an American comic book dude or dudette. I think the very foreignness of the concept is what attracts me to Hikaru No Go. The very oddity that a game could be taken so deadly serious that people become professional Go players. But really, I guess it's no different than people becoming professional baseball players or some other sport which is just a child's game really. The art by Death Note's Takeshi Obata is spot on as usual and he manages to convey a Rocky-like physicality and dramatic flourish to a game that is essentially an intellectual cat and mouse endeavour. Sorta like Death Note. I question sometimes whether I will get sick of this title. Then I find myself answering with a definite no. At least as long as Shindo and his friends don't develop superpowers and start swordfighting with demons.

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4.0 out of 5 stars Review of Hikaru No Go vol. 10, July 2, 2008
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This review is from: Hikaru no Go, Vol. 10 (Hikaru No Go (Viz Media)) (Paperback)
The Amercian serializtion of this manga has since ended in the monthly Shonen Jump and now the only place to catch this execellent title is in the graphic novels. Published by Viz, this translation of the popular manga has since captured the hearts of its fans. Seemingly out of place in the Shonen Jump anthology, it manage to carve for itself a niche among the action adventure titles that predominates the magazine.
The chapters in this volume were still serialized monthly but now in this graphic novel release, with ala DVD style extras.
In this volume, as Hikaru marches on the pro test, his rival Akira realizes that it won't be long Hikaru would be able to catch up with the go prodigy. With only three spots reverved for newcomers, Hikaru must more than ever hope that he will peak at the right time now that the last few games of the exam are coming up.
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