Hikaru no Go (1998)

ヒカルの碁

Information

  • Manga: Hikaru no Go
    © 1999 Takeshi Obata, Shuueisha Inc.
    • Japanese Hikaru no Go
      ヒカルの碁
      Type: Manga
      Status: Completed
      Published: 08.12.1998 ‑ 14.07.2003
      Volumes / Chapters: 23 / 191
      Publisher: Shuueisha Inc.
      Mangaka: Yumi HOTTA Author Takeshi OBATA Illustrator
      Adapted From: Original Work
    • English Hikaru no Go
      Status: Completed
      Published: 16.06.2004 ‑ 03.05.2011
      Volumes / Chapters: 23 / 191
      Publisher: VIZ Media, LLC
    • German Hikaru no Go
      Status: Completed
      Published: 11.2003 ‑ 03.2010
      Volumes / Chapters: 23 / 191
      Publisher: Carlsen Manga
    • Synonyms: Hikago, Hikaru’s Go

Description

It all started the day Hikaru Shindou was looking for items to sell in his grandfather’s attic with Akari Fujisaki. There he finds a very old Go table with some blood stains on it. As he tries to remove the stains, he hears a voice. Suddenly a ghost appears, which only Hikaru seems to see. After this encounter, he collapses and the ghost settles into his consciousness.

At first, Hikaru feels very bad because the ghost named Fujiwara no Sai is eager to play Go. The ghost used to teach Go to the emperor in Heian-Kyo (Kyoto). At that time, he played Go every day and was happy. However, his adversary made sure that he could no longer play the game, which is why he took his own life out of sheer desperation and thus became a ghost.

Since Hikaru now desperately wants to learn to play Go, he visits Go clubs where only older people actually play. There he wins against the young Akira Touya, who has never lost before. But now he demands a rematch …
Alles begann an dem Tag, als Hikaru Shindou mit Akari Fujisaki auf dem Dachboden seines Großvaters nach Gegenständen zum Verkaufen suchte. Dort findet er einen sehr alten Go-Tisch, auf dem sich einige Blutflecken befinden. Als er versucht, die Flecken zu entfernen, hört er eine Stimme. Plötzlich erscheint ein Geist, den nur Hikaru zu sehen scheint. Nach dieser Begegnung bricht er zusammen und der Geist setzt sich in seinem Bewusstsein fest.

Am Anfang fühlt sich Hikaru sehr schlecht, da der Geist namens Fujiwara no Sai unbedingt Go spielen möchte. Der Geist hat früher dem Kaiser in Heian-Kyo (Kyoto) Go gelehrt. Damals spielte er jeden Tag Go und war glücklich. Sein Widersacher sorgte jedoch dafür, dass er das Spiel nicht mehr spielen konnte, weshalb er sich aus purer Verzweiflung das Leben nahm und so zum Geist wurde.

Da Hikaru nun unbedingt lernen will, Go zu spielen, besucht er Go-Clubs, in denen eigentlich nur Ältere spielen. Dort gewinnt er gegen den Jungen Akira Touya, der noch nie zuvor verloren hat. Nun fordert er aber eine Revanche …
Testo della bandella:
Hikaru è un tipico bambino di dodici anni: allegro, vivace e spensierato. Un giorno, rovistando nella soffitta del nonno, Hikaru trova un’antica tavola da go, dalla quale si sprigiona lo spirito di un giovane, che da quel momento comincia a vivere in simbiosi con lui. Il benevolo fantasma corrisponde a Sai, un abilissimo maestro di go vissuto mille anni prima alla corte dell’imperatore. Sai è animato dall’ardente desiderio di tornare a giocare a go, e l’unico modo che ha per farlo è attraverso Hikaru, che è il solo che può vederlo e parlare con lui. Inizialmente Hikaru non ha alcuna intenzione di assecondare Sai, ma le continue insistenze dello spirito faranno avvicinare un po’ alla volta il bambino all’antico gioco, e nuovi stimoli gli verranno offerti dall’incontro con Akira, un coetaneo sulla strada del go professionistico.
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