ヒカルの碁 [Hikaru no Go] #9

Hikaru no Go, Vol. 9: The Pro Test Begins

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THE PRO TEST BEGINS

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!

207 pages, Paperback

First published October 4,2000

About the author

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Yumi Hotta (堀田 由美 Hotta Yumi, most often written as ほった ゆみ) is a Japanese mangaka, best known as the author of the best-selling manga and anime series Hikaru no Go, about the game of go that is widely credited for the recent boom of the game in Japan. The idea behind Hikaru no Go began when Yumi Hotta played a pick-up game of go with her father-in-law. She thought that it might be fun to create a manga based on this traditional board game, and began the work under the title of Nine Stars (九つの星 Kokonotsu no Hoshi), named for the nine "star points" on a go board. She later worked with Takeshi Obata (the illustrator) and Yukari Umezawa (5-Dan, the supervisor) in the creation of Hikaru no Go. She won the 2000 Shogakukan Manga Award and the 2003 Tezuka Osamu Cultural Prize for Hikaru no Go.

Community Reviews

Rating(4 / 5.0, 42 votes)
5 stars
13(31%)
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16(38%)
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42 reviews All reviews
July 15,2025
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Somehow, this volume gives the impression of still covering the essentials.

It delves into draw games and showcases draw games being played simultaneously and independently by both Hikaru and Akira.

While awaiting the commencement of the Pro test, Hikaru frequents Go salons and takes on tougher opponents, among them a Korean insei kid.

Subsequent to this experience, he is no longer daunted by Tsubaki and his shenanigans, and is finally able to remain calm and composed even when playing against such individuals.

He commences with a winning streak of six games, which garners the attention of Akira, who by now is truly fixated on Hikaru.

Upon a second reading, I come to understand the nature of Akira's motivation. He is essentially like the prosperous startup, with all the cards stacked in his favor. Everyone recognizes his talent, but most tend to overlook it, simply expecting him to succeed.

Conversely, Hikaru had all the odds stacked against him; he was not meant to succeed in his endeavors. He is basically the commoner stealing the thunder of the aristocrat.

Who would have thought that we would witness class struggle in Hikaru no Go?

July 15,2025
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This story is like comfort food for me.

I really can't quite put my finger on exactly what it is that keeps me constantly rereading and rewatching both this and the anime.

However, my interest in Go surely plays a significant role.

The game of Go has always fascinated me with its complexity and strategic depth.

Moreover, I also like the fact that this is a generally positive story about the journey of getting good at something.

It shows the determination, hard work, and growth of the characters as they strive to improve their skills in Go.

It's inspiring to see how they overcome challenges and setbacks along the way.

This aspect of the story really resonates with me and makes it all the more engaging and enjoyable to revisit time and time again.

July 15,2025
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Hikaru Shindo, when not meeting with his friends Yoshitaka Waya and Shinichiro Isumi, would daily visit the same Go Salon for play and training. In fact, that specific Go Salon almost adopted him as their mascot and allowed him to play for free.

About midway through the tankobon, Shindo nearly caused a minor international incident, in a sense. After a training session, Isumi was given directions to a very strong Go Salon. On the way, Shindo met a boy and they had a minor skirmish. It turned out that the boy was a South Korean nationalist and the nephew of the Go Salon owner, and things didn't progress smoothly from there.

Hon Suyon is the equivalent of an insei in South Korea and came to Japan to overcome his recent losing streak. Out of ignorance, Shindo replied that he never knew South Korea had Go pros or that South Korea was better at Go than Japan. In retaliation, Hon was willing to play with Shindo, but as a teaching game, which angered Shindo. He slapped the twirling cap from Hon's hand and demanded an even game. Both being angry, they played a grunge match like no other.

Another character I've come to like is Kawai, a halfhearted taxi driver who spends most of his time playing Go and is a big supporter of Shindo. He enjoys playfully yelling at Shindo, giving him noogies, or putting him in a headlock. As the strongest player at the Go Salon, he really helped Shindo not only in the game but also in learning to relax when playing against all kinds of people. Moreover, he knows a fair amount about the Go World and would occasionally assist him.

The tankobon concludes with Shindo being relaxed at the Pro Exams – to the extent of giving Toshiro Tsubaki, the person who initially intimidated Shindo, a noogie. Shindo would ultimately win six games in a row, which piqued Akira Touya's interest as he wonders how strong Shindo has become. Three other people also won six games, namely Isumi, Waya, and Kosuke Ochi. Ochi's grandfather called Touya to hire him to tutor Ochi for his upcoming matches, and Touya accepted rather urgently.

All in all, this is a highly intense tankobon and the Pro Exam isn't even halfway done! With Touya teaming up with Ochi, the remainder of the Pro Exam is bound to be just as intense!
July 15,2025
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Things are heating up for Hikaru and the pro test!

Hikaru, a well-known figure in the relevant field, is currently facing a crucial pro test. The situation has become increasingly intense as the test progresses.

Everyone is closely watching Hikaru's performance and how he will handle the various challenges presented in the test.

The pro test is of great significance for Hikaru's future career and reputation. It could potentially open up new opportunities or pose significant obstacles.

Hikaru is undoubtedly feeling the pressure, but he is also determined to do his best and prove himself.

As the days pass, the anticipation and excitement surrounding the test continue to grow. Will Hikaru succeed and emerge victorious, or will he face difficulties along the way? Only time will tell.

Regardless of the outcome, this pro test is sure to be a memorable event in Hikaru's life and a topic of discussion among his fans and the wider community.
July 15,2025
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I've been completely engrossed in this series lately. My ratings are somewhat relative to the other volumes within the series, rather than in comparison to all the things I read in general. So when I give a volume of Hikaru no Go a "5 stars", it means it's one of my absolute favorites in the series. Currently, I'd rank the overall series at around 4 or 4.5.

Anyway, I really liked volume 9, The Pro Test Begins. It effectively showcases how Hikaru is evolving and also introduces some new conflicts.

First off, Hikaru is now 14, which means approximately two years have passed in the story. He's currently taking the test to become a professional go player, and the ongoing trials span across the previous volume, this one, and into the next. I'm still quite amazed at how a manga can stretch a single go game over multiple chapters and still manage to keep it captivating.

Hikaru's Insei friends are taking him to go salons to play against adults, which is significantly enhancing his game. They visit one salon and discover that most of the patrons are foreigners from Korea. (In Japan, people of Korean ethnicity who have lived in Japan for generations are still regarded as "foreigners.") Hikaru accidentally gets into a tussle with a 12-year-old Korean boy named Suyong Hong. The two of them act exactly as you'd anticipate a couple of overconfident tween boys to behave. However, it turns out that Suyong is also a child prodigy taking the test to become a professional back in Korea. Naturally, they have to settle their differences on the go board. It transpires that Suyong has been facing mental blocks similar to Hikaru, and their game represents both boys' current life situations in black and white.

Meanwhile, Akira Toya has his own subplot in this volume. As a rookie professional go player, he has to play against a buffoonish politician at a major go event. The politician is a VIP, and Akira discovers that he is expected to lose. There's some nuance here that someone unfamiliar with Japanese culture might overlook. In the US, a typical response would be "Forget that, what kind of idiot expects a professional to pretend to lose to a pretentious amateur?" But in Japan, these kinds of face-saving gestures are expected, especially if you're a middle school student like Akira dealing with an important older man. Akira does, however, find a clever way to save face and maintain his pride without overly wounding the politician's.

Finally, there's a bit of foreshadowing when Hikaru becomes a bit too self-assured and disrespects Sai. The ghost's involvement in the plot has been somewhat sporadic, and lately, he seems less and less significant (which is appropriate as Hikaru is becoming a better go player). So I wonder if Yumi Hotta is going to do something with the nominal "supernatural" element of this series. Sai had an origin story and an archnemesis who hasn't been mentioned since perhaps volume one or two.
July 15,2025
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This volume was truly filled with an abundance of foreshadowing.

Particularly in Chapter 76, there were numerous story threads that were carefully laid out.

These story threads held the potential to bring this entire series to a conclusion, whether it be for the better or for the worse.

It was as if the author was masterfully weaving a complex web, leading the readers towards an unknown but highly anticipated ending.

All in all, this volume was yet another splendid addition to this remarkable title.

The foreshadowing added an extra layer of depth and intrigue, making it impossible for readers to put the book down.

It left them eagerly anticipating what was to come in the final chapters of the series.

Undoubtedly, this volume will be remembered as a crucial part of the overall narrative, setting the stage for a conclusion that is sure to be both satisfying and impactful.

July 15,2025
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Things are starting to get interesting again.

After a period of relative calm or routine, there is now a new spark or development that has emerged.

It could be a new project at work, a change in personal circumstances, or an exciting event on the horizon.

This newfound interest brings with it a sense of anticipation and excitement.

It makes us look forward to what lies ahead and gives us a reason to engage more fully with the world around us.

Perhaps it will lead to new opportunities for growth and learning, or maybe it will simply add a bit of fun and adventure to our lives.

Whatever the case may be, the fact that things are starting to get interesting again is a welcome change and a reminder that life is full of surprises and possibilities.

We should embrace this newfound interest and make the most of every opportunity that comes our way.
July 15,2025
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Hikaru's Insei friends, Waya and Isumi, are determined to help him enhance his Go playing skills. They decide to take him to different Go salons.

Eventually, they find themselves at a Korean Go salon. There, Hikaru faces off against Hong Suyong, a twelve-year-old boy with the aspiration of becoming a Pro in Korea.

The two engage in a typical teen fight on the Go board. In the end, Hikaru manages to win by one and a half points. This victory is not the end of their story as we are sure to see more games between them in the future.

Meanwhile, Hikaru is participating in the Pro Test along with other Inseis. This year, out of the twenty-eight participants, only four have won six consecutive games, and Hikaru is among them. His journey in the world of Go continues to be filled with excitement and challenges.
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