|
|
 |
Hikaru
No Go
by
Yumi Hotta
Illustrator - Takeshi Obata
Date of Publication: May 2004
ISBN: 159116222X
Number of Pages: 187 |
REQUIRED READING ABILITY:
Average
GENRES: Graphic Novel, Fantasy
THEMES: Friendship, Coming of Age, Appearance versus
Reality,
SUMMARY:
Hikaru is a typical sixth grade boy who one day stumbles across
an old Go board in his grandfather’s attic. Unfamiliar with the
game, Hikaru is shocked to find bloodstains on the board that only he
can see. To his great dismay, he learns that within the board there is
a trapped and ancient “Go master” named Sai, who then proceeds
to invade his consciousness. The only way for Sai to be set free is for
Hikaru to play the coveted “Divine Move,” something no other
since Sai has been able to achieve. With the help of Sai, Hikaru will
become more familiar with the game and even defeat Akira, the top Go player
of his age, but it will take much more before Hikaru can ever become a
Go master.
WHO
WOULD LOVE THIS BOOK? A kid who...
- likes Japanese
cartoons and Manga
- likes drawing
and reading stories through pictures
- likes to
root for the underdog
- likes things
set in present-day but with a hint of fantastical elements
WHAT ELSE?
This is the first volume in the series, and takes some getting
used to, as it reads from right to left. Surprisingly, many students have
no problem with this whatsoever, and it can be wonderfully appealing to
learning disabled and reluctant readers. Interestingly enough, Manga is
also a wonderful choice for gifted students, who often enjoy the challenge
of reading a new way, and like the multiple modalities of learning presented
from both text and illustrations. The book would also appeal to readers
who enjoy the Yu-Gi-Oh! series, as it is from the same publisher and has
similar themes and structure.
RELATED LINK:
Publisher's
Website
|