ヒカルの碁 [Hikaru no Go] #14

ヒカルの碁 14、sai vs toya koyo

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碁を極めんとする者同士、佐為と塔矢名人によるネット碁がいよいよ決着の時を迎える。神の一手に近づいたのは、果たしてどちらの天才棋士か!? ヒカルと倉田六段が同色の碁石を使って対局する白熱の一色碁も収録!!

189 pages, コミック

First published October 4,2001

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(3.8 / 5.0, 29 votes)
5 stars
9(31%)
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5(17%)
3 stars
15(52%)
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0(0%)
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29 reviews All reviews
July 15,2025
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Play. Then play some more. Then play way more.

Playing is not only a source of entertainment but also an essential part of our lives. It allows us to unwind, relax, and have fun. When we play, we let go of our inhibitions and embrace our inner child.

Playing can take many forms, such as sports, games, music, or art. It doesn't matter what kind of play we engage in as long as it brings us joy and fulfillment.

We should make it a point to play regularly, not just when we have free time. By playing more, we can reduce stress, improve our mood, and enhance our creativity.

So, go ahead and play. Then play some more. And then play way more. You'll be glad you did.
July 15,2025
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The conclusion and aftermath of Sai vs. Toya Koyo was truly the best.

Looking back, both this volume and the previous one were the absolute zenith of this series. It seems highly unlikely that it will ever reach such lofty heights again.

Particularly when considering what followed after this volume.

The story had built up to this intense confrontation between Sai and Toya Koyo, and the resolution was both satisfying and exciting.

The events that unfolded in these volumes had a profound impact on the characters and the overall narrative.

It was a moment that fans will surely remember for a long time.

However, as great as these volumes were, the subsequent installments may not have been able to maintain the same level of excellence.

Nevertheless, the memories of this peak period in the series will always remain a cherished part of the fans' experience.

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

I just can't quite put my finger on what it is that keeps me coming back to reread it or rewatch the anime.

Surely, my interest in Go plays a significant role.

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

But there's more to it than that.

I also really like that it's a generally positive story about getting good at something.

It shows the journey of the main character as they strive to improve their skills in Go.

The challenges they face, the setbacks they endure, and the progress they make along the way are all very inspiring.

It makes me believe that with hard work and dedication, anyone can achieve their goals.

This story gives me hope and motivation, and that's why it's so special to me.
July 15,2025
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So, this volume didn't jump the shark, but I am definitely seeing signs of wear in the series.

The resolution of the Sai vs. Toya Meijin game was satisfying, with a few little twists thrown in. However, the results seem mostly intended to remove a character as an active complication in the series. Fujiwara no Sai now senses that his entire purpose in being a ghost for a thousand years was to lead Hikaru to "the divine move." Really? Those are some pretty shitty go gods he believes in if they make him linger for a thousand years just to act as a mentor for some kid in another era.

Once the Sai/Toya Meijin game was over, the rest of the volume was taken up by the "B" plot, which seems to be a recurring pattern. Resolve a major twist in the main plot arc, then have a tricky go game between Hikaru and someone else. In this case, it's the newly-introduced character Kuwabata 6-dan, who plays "one color go" with Hikaru. While this made for an interesting game, it smacked of trickery, i.e., a stunt to make an excuse for an otherwise unimportant game to take up so much page space. And the filler at the end with Waya and his little friend was pure fluff.

So, where is the series going? Obviously, we still have the climactic confrontation between Hikaru and Akira Toya, and Sai is hinting that he may not be long for this world. So is it going to end with Hikaru playing "the divine move" against Akira in their final game? I do hope Hotta manages not to just drag this out for another eight volumes.

This was still fun and a good read, but quite mediocre for the series. It wouldn't have made me a fan if it was my first volume. 3.5 stars.
July 15,2025
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Yumi Hotta's Hikaru no Go, vol. 14: Sai vs. Toya Koyo (ViZ, 1998) is another thrilling installment in the series.

Hotta masterfully turns the go match between Sai and Toya into an edge-of-your-seat experience. Let's be honest, this is the match that fans have been eagerly anticipating throughout the entire series. Although the outcome may not be completely unexpected, it does open up exciting new possibilities for the direction of the series.

Meanwhile, Hikaru challenges himself to a game with Kurata, who has become a more significant character. Kurata introduces Hikaru to a new variation called one-color Go. Just thinking about it is kind of scary. There is some really great content in this volume, and it leaves readers eager to see where Hotta will take the story next. ****
July 15,2025
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July 15,2025
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The series reaches what is perhaps its most exciting and crucial moment as the 'ultimate' showdown takes place between Sai and Toya Meijin.

This encounter is highly anticipated and has been building up throughout the story. Sai, with his unique skills and determination, is pitted against the formidable Toya Meijin.

The stage is set for an intense battle of wits and strategy. Both competitors are at the top of their game, ready to give it their all.

The outcome of this showdown will have a significant impact on the course of the series. It will determine who emerges victorious and who will have to face the consequences of defeat.

Viewers and fans alike are on the edge of their seats, eagerly awaiting the result of this epic confrontation.

It is a moment that will be remembered and talked about for a long time to come.

The clash between Sai and Toya Meijin is truly the highlight/climax of the series.
July 15,2025
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The Foreshadowing

One-color go was indeed an interesting and cool way to witness Hikaru's progress. However, it would also be an extremely terrible game. It would be a nightmare to play or watch. The concept of using only one color in go goes against the very nature and complexity of the game.

Moreover, I completely forgot that Sai got to play against Toya Meijin. What a climactic battle that must have been! The anticipation, the skill, and the drama that would have unfolded on the go board. It's a moment that likely had a significant impact on the story and the characters.

This foreshadowing not only adds to the excitement and intrigue of the narrative but also makes us eager to see what other challenges and battles lie ahead for Hikaru and Sai.
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