Best of hikaru no go zip




















Show all files. Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Sign up Log in. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. Books Video icon An illustration of two cells of a film strip. Video Audio icon An illustration of an audio speaker.

Audio Software icon An illustration of a 3. The age of the ghost points out an interesting cultural difference. Japan, however, is much more ancient, with a longer lineage of tradition.

Sai has an ethereal, feminine look, accentuated by the little hearts that appear whenever he gets to play Go. In later chapters, Hikaru meets Akira, an expert Go player his own age, and tries to compete in a tournament.

The stories capture well the excitement of competition. Hikaru is concerned that his growing involvement with the game will give Sai an opening to take more of him over.

The community of Go players becomes more attractive to him as he begins to understand why they are so dedicated to a simple, classic game. In the second book , a shogi Japanese chess player named Tetsuo acts like a punk due to a grudge against Akira. After a showdown, Tetsuo and Hikaru wind up forming an underdog school team with Kimihiro, a boy whose Go playing is book-dependent. This book also includes pages that explain the basic rules of the game. Volume three opens with Akira facing some bullies at his school Go club, forcing him to play blind games.

Meanwhile, Hikaru is searching for a third player for his school team. Hikaru has to encourage Yuki to follow the more honorable way to make him ready for the next competition.

And the tournament continues in volume four. There, Hikaru discovers online Go playing, engaged in by many who are preparing for an upcoming international amateur competition.

Volume five opens with Sai and Akira playing online, seeing what they can learn about each other through the game. In volume six , Hikaru is exposed to a new group of more serious Go players his age, many of whom are also motivated by competition with Akira.

Hikaru is beginning to see the beauty in a well-played game, viewing Go as an art form as well as a competition. The need for discipline to improve his craft is helping him grow up. Hikaru attends his first study group, a gathering to analyze matches, in volume seven.

His burning motivation to play against Akira may be getting in his way, but it certainly makes him notable to the adult players. Now, his increased learning has made him too fearful of losing to take the risks he needs to win. As volume eight begins, time is passing, and the theme of age and generational conflict runs throughout the volume. Both Hikaru and Akira are advancing in their skill through practice and experience. He himself is competing in the pro test.

Hikaru sets out to get some well-needed training in volume nine with team play, again against grown-ups. Instead of just winning, he aims for getting precisely the desired score result. Meanwhile, Akira is learning one of the more adult trade-offs necessary in his professional career: the need to throw a game to a boorish local politician with a touchy ego.

Akira acts professionally in a more subtle meaning of the term, by demonstrating proper behavior through his actions. The professional test matches continue in volume ten. Hikaru even considers the possibility of beating Sai in a game, an idea that shocks the ghost. Hikaru is relying more on himself instead of his special advantage of his spirit companion. Plus, the students are learning that a game may not be over when it ends.

Memories of their performance continue to haunt them, affecting their next match. That particular player struggles with ego, determined not only to win the competition but to do so undefeated. Hikaru was originally inspired by Akira, but now the positions are reversed, with Akira preparing for the eventual day when he will play against the person Hikaru is becoming.

The competition that began in book eight finally concludes in volume eleven. And you thought superhero comic crossovers were lengthy! The students are battling determinedly for placement. Hikaru models himself on his tutor, using knowledge of his play to inform his own. The final match comes down to Hikaru vs.



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