Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?
Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?
Call out: New York Times bestseller by the creators of Death Note! After losing to manga genius Eiji Nizuma, Moritaka and Akito make it their mission to beat this rival-even going so far as to ignore their editor's wishes! But will this decision ultimately help or harm their cause?
When Akito is unable to come up with a storyboard within the time frame he promised, Moritaka decides to break up their partnership! As they go their separate ways to create manga, it may turn out that they're actually headed in the same direction
Big changes are in store now that Moritaka and Akito have their very own series in Shonen Jump. Hanging out with their favorite manga creators, hiring assistants, keeping track of the weekly reader surveys-life as a professional manga artist is tough! Can these two survive the pressure??
Moritaka and Akito's hard work is paying off, and they start challenging their rival Eiji's popularity in. But just as they plan to take the next step, the team is hit with a surprising setback. Moritaka and Akito will need the help of their manga artist friends to overcome this hurdle!
Moritaka and Akito face the prospect of their series being canceled in Shonen Jump due to dropping popularity. Can the duo avoid the axe and keep fighting? And when Akito starts becoming friendly with fellow manga creator Ko Aoki, how will it affect his long-term relationship with Kaya?
Drama swirls around the manga creators as they try to move forward after being canceled from Shonen Jump. Moritaka and Akito work hard on a new comedy story pitch while Aoki and Nakai struggle with some personal issues. But when Kaya uncovers Akito's meetings with Aoki and Iwase, things might never be the same.
With Aiko Iwase teaming up with Eiji to get a series in Shonen Jump, Moritaka and Akito have another major rival to contend with. Can the duo get their series serialized and succeed in Jump this time? And when Akito has to ask for permission to marry Kaya, he'll have to face her father, a master in Karate!
Moritaka and Akito will need to come up with an amazing new manga idea if they ever hope to get back into Weekly Jump magazine, and they only have six months to do it! But with Hattori, their former editor, helping behind the scenes, the duo might have everything in place to create the perfect story.
With their new series Perfect Crime Party doing well in Weekly Shonen Jump, Moritaka and Akito sets their sights on beating their rivals in the magazine. But just as their dreams seem within reach, some surprising news will deal them an unexpected setback. Rating: T
With their new series Perfect Crime Party doing well in Weekly Shonen Jump, Moritaka and Akito sets their sights on beating their rivals in the magazine. But just as their dreams seem within reach, some surprising news will deal them an unexpected setback.
After being told their current series Perfect Crime Party will not be turned into an anime, Moritaka and Akito start planning on ways to create a second series. Their best chance might be to do well in a new contest where they will compete with their rivals over who can create the best romance story!
Is Moritaka and Akito's newest rival also their greatest fan?! The duo is asked to judge a manga contest and the best entry reminds them of their own creations. But who is this mysterious new artist and what are his controversial methods of creating manga?
With Nanamine's manga struggling, he sets Moritaka and Akito an?nteresting challenge. But will the duo accept and risk what they've worked so hard to achieve? And when the news media puts the spotlight on their series for the wrong reasons, how will it affect Akito?
Eiji Nizuma announces that if he can top the Weekly Shonen Jump survey results for ten straight weeks, he will have one of the manga series in the magazine canceled. But what is the series Eiji wants to cancel? And what will Ashirogi and the other manga creators do to stop him?! Age Rating: T
As the veteran manga artists start taking over Weekly Shonen Jump, the younger artists feel the pressure. But what is behind this sudden surge of older artists making a comeback in the magazine? And what is the connection between Azuma and Moritaka's late uncle?
Moritaka and Akito complete their new story, Reversi, and hope it will finally lead to them getting an anime series. But standing in their way is Eiji Nizuma with his new story, Zombie Gun. This intense head-to-head battle may have ramifications for the entire manga industry! Age Rating: T
With their new series, Moritaka and Akito start beating Eiji Nizuma in the Shonen Jump rankings for the fi rst time. But in the actual book sales, Eiji is somehow still on top. The duo is as determined as ever to achieve their dreams but a new scandal will threaten to destroy everything! Age Rating: T
For ten years, two young men have worked as hard as they possibly could to make their manga dreams come true. Now, as they sit atop the manga world, can the promise made long ago finally be fulfilled?!
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal school boy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic ¾ and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the Emperor of Japan many centuries ago. In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the 'Divine Move' so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
Volume 1 left off with Hikaru half-heartedly going to a school festival and finding a pick-up game of GO with Kimihiro Tsutsui. This sets off a chain of events that introduces Hikaru and Sai to a new world of people. Meet Tetsuo Kaga, a Shogi punk, the sophisticated members of the Kiao GO Club and the optimistic few of the Haze GO Club in this new volume of Hikaru No Go. As enticing as the GO games are, the upcoming tournaments and behind-the-scenes politics will also leave quite an impression.
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. With the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play on the Haze Middle School Go Club. Then Akari, Kimihiro and Hikaru discover there is someone worthy enough to possibly help them win some Go tournaments.
Another tournament is underway. Three members of the cutthroat Kaio Go Club face three members of the budding Haze Go Club. As tensions rise, the antagonism between both teams culminates in a telling match between Akira and Hikaru. Who will win? Which team will win? Even if the answer surprises you, the ensuing drama won't. After the excitement of the tournament, there's nothing left for Hikaru and Kimihiro to do... except to learn more about Go! In the process, Hikaru finds a way to let Sai play all the Go his fluttering heart desires without everybody and their mother pointing and staring at Hikaru. Find out what Hikaru discovers in this volume of Hikaru no Go! A Rating
Sai's games on the Internet have Go players around the world guessing his true identify. Among them is Hikaru's rival, Akira, who suspects that Hikaru is hiding behind the screen name 'sai.' So intense is Akira's interest, in fact, that he skips the first day of his pro exam for a re-match. And on a rainy Sunday, the battle of wills begins anew... Rating: A
From the beginning, Go has been just fun and games for Hikaru. But now that Akira has turned pro, it's going to take everything in Hikaru's power to catch up to his old rival. Before Hikaru can even take the pro test, however, he must get into the insei school and defeat all the students. And by that time Akira may truly be out of reach! Rating: A
Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time? Rating: A
Hikaru faces the preliminary rounds of the pro test, during which he must eliminate not only his classmates at the insei school, but also any outsiders who want to take the test. One of them in particular appears to know how to exploit Hikaru's weaknesses, and poor Hikaru seems powerless to stop him. Rating: A
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! Rating: A
The main round of the pro test has begun. Everyone's feeling the pressure - no one more so than Hikaru's friend Isumi - who has failed the test twice before! Fighting off his feelings of self-doubt, Isumi faces his next opponent, who turns out to be Hikaru. But a careless mistake lands the pair in an awkward position! Rating: A
Hikaru's classmate Ochi has won enough games to guarantee his place among the top three players who will pass the pro test. Hikaru, on the other hand, still needs to win more games, and he'll soon face his friend Waya and Ochi himself, who has been preparing for their match with Akira's help! When the dust clears, who will be left standing? Rating: A
Hikaru's career as a professional Go player begins! In his first game he must face veteran player Toya Meijin, none other than Akira's father. But to Sai, this round is personal. Then Sai attempts to teach a cheating Go player a lesson he'll never forget! Will Hikaru's ghostly master do him proud, or make him like an amateur? Rating: A
Hikaru and Sai are both scheduled for matches with their greatest rivals--Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son...? The suspense is getting unbearable! Rating: T
When Hikaru convinces go master Toya Meijin to play Sai online, the meijin raises the stakes: if he wins, 'sai' must reveal his true identity, if he loses, he will quit the game forever!
(W) Tsugumi Ohba (A/CA) Takeshi Obata
As his classmates celebrate their middle school graduation, troubled Mirai is mired in darkness. But his battle is just beginning when he receives some salvation from above in the form of an angel. Now Mirai is pitted against 12 other chosen humans in a battle in which the winner becomes the next god of the world. Mirai has an angel in his corner, but he may need to become a devil to survive.
(W) Tsugumi Ohba (A/CA) Takeshi Obata
Mirai is suddenly pierced by a red arrow from a god candidate who just happens to be the girl he has a crush on! Now under her control for the next 33 days, what will happen to Mirai? And what is the mysterious Metropoliman really up to...? For mature audiences.
(W) Tsugumi Ohba (A/CA) Takeshi Obata
With the tragic events at the baseball stadium behind them, Mirai and Saki plan their next move. But can they trust a new god candidate who asks to join their side? And when the god candidate disguised as Metropoliman launches his next attack, Mirai will have to make a difficult choice! For mature audiences.
(W) Tsugumi Ohba (A/CA) Takeshi Obata
Mirai and and Metropoliman face off against each other for the first time in the skies of Tokyo. But with his vow to never kill, how can Mirai hope to compete against such a ruthless opponent? And can Saki overcome her demons and become a valuable member of the team? For mature audiences.
(W) Tsugumi Ohba (A/CA) Takeshi Obata
ith Saki having finally gotten over her trauma, the only thing holding her back now is the lack of angel wings. But perhaps there's a way for her to gain a pair of her own. Then, Mirai and his team will need all the help they can get when a new god candidate appears-one who wields a samurai sword! For mature audiences.
(W) Tsugumi Ohba (A/CA) Takeshi Obata
With Mirai and Mukaido trapped in a mirror house at an abandoned amusement park, Metropoliman thinks he's won. But Mirai has one last desperate plan! For mature audiences.