• Skip to primary navigation
  • Skip to main content
  • Skip to primary sidebar
  • Home
  • About Us
    • Privacy Policy
    • Comment Policy
    • Disclosures & Disclaimers
  • Resources
    • Links, Essays & Articles
    • Fandomology!
    • CLAMP Directory
    • BlogRoll
  • Features & Columns
    • 3 Things Thursday
    • Adventures in the Key of Shoujo
    • Bit & Blips (game reviews)
    • BL BOOKRACK
    • Bookshelf Briefs
    • Bringing the Drama
    • Comic Conversion
    • Fanservice Friday
    • Going Digital
    • It Came From the Sinosphere
    • License This!
    • Magazine no Mori
    • My Week in Manga
    • OFF THE SHELF
    • Not By Manga Alone
    • PICK OF THE WEEK
    • Subtitles & Sensibility
    • Weekly Shonen Jump Recaps
  • Manga Moveable Feast
    • MMF Full Archive
    • Yun Kouga
    • CLAMP
    • Shojo Beat
    • Osamu Tezuka
    • Sailor Moon
    • Fruits Basket
    • Takehiko Inoue
    • Wild Adapter
    • One Piece
    • After School Nightmare
    • Karakuri Odette
    • Paradise Kiss
    • The Color Trilogy
    • To Terra…
    • Sexy Voice & Robo
  • Browse by Author
    • Sean Gaffney
    • Anna Neatrour
    • Michelle Smith
    • Katherine Dacey
    • MJ
    • Brigid Alverson
    • Travis Anderson
    • Phillip Anthony
    • Derek Bown
    • Jaci Dahlvang
    • Angela Eastman
    • Erica Friedman
    • Sara K.
    • Megan Purdy
    • Emily Snodgrass
    • Nancy Thistlethwaite
    • Eva Volin
    • David Welsh
  • MB Blogs
    • A Case Suitable For Treatment
    • Experiments in Manga
    • MangaBlog
    • The Manga Critic
    • Manga Report
    • Soliloquy in Blue
    • Manga Curmudgeon (archive)

Manga Bookshelf

Discussion, Resources, Roundtables, & Reviews

Shonen Jump

Dr. Slump 1 by Akira Toriyama: C+

March 24, 2010 by Michelle Smith

From the back cover:
When goofy inventor Senbei Norimaki creates a precocious robot named Arale, his masterpiece turns out to be more than he bargained for!

Basking in the glow of his scientific achievement, Senbei scrambles to get Arale in working order so the rest of Penguin Village won’t have reason to suspect she’s not really a girl. But first Senbei needs to find her a pair of glasses and some clothes…

Review:
This series was recommended to me after I enjoyed Toriyama’s COWA! so much. Unfortunately, this one’s not really my cup of tea. I had originally borrowed the first three volumes from the library, but struggled to make it through just one. To be fair, its advocate was completely forthcoming about the “cracktastic humor.” It just didn’t turn out to be the kind that works for me.

This is the story of a socially inept inventor named Senbei Norimaki and the girl-shaped robot he creates. It begins promisingly enough, with a fun sequence detailing Arale’s creation, but quickly derails into zany, juvenile humor as Senbei ventures into a department store to buy undies for his creation. Some chapters are kind of fun—like when super-strong Arale is hounded by every sports club at school or when she finds a camera Dr. Norimaki invented that takes photos of the future—but many feature boogers, butts, and boobies.

I’m sure this would delight the young male audience for which it was intended, and it’s not as if COWA! was completely devoid of this kind of humor itself. The thing is—COWA! had real heart. I think I’ll always fondly remember the scenes of the monster kids and their wonderment as they took in the human world, but there are no similar moments in Dr. Slump, at least so far. That said, some of the gadgets are intriguing enough—like the camera—that I might give it another chance at some point. I do think, though, that it’s going to be one of those series that’s best in small doses.

Filed Under: Manga, Sci-Fi, Shounen Tagged With: Shonen Jump, VIZ

Hikaru no Go 18 by Yumi Hotta and Takeshi Obata: B

February 22, 2010 by Michelle Smith

After the drama of the past few volumes, “the main storyline takes a holiday” (to quote the back cover) in volume eighteen and instead we get six short stories of varying quality.

A couple of stories, like those focusing on Akira Toya and Yuki Mitani, fill in some background for scenes from earlier in the series, and one revisits what’s left of Hikaru’s old middle school go club. Two others—about Asumi Nase, an insei, and Atsushi Kurata, a relatively young pro—serve to flesh out supporting characters and are the best of the bunch.

The sixth purports to be about Sai, and it was this story I’d looked forward to the most. Alas, it’s nearly the least interesting (Mitani’s claims top honors in that category), as it boils down to another case of “corrupt merchant trying to sell antique merchandise that Sai knows is fake.” I had hoped for a story from Sai’s life or perhaps from his time with his previous host, but instead we get a rehash of something we’ve seen as recently as volume twelve.

I’d be lying if I said these stories aren’t disappointing, coming on the heels of some very important plot developments, but I gather they’re meant to function as a palliative bridge between a dramatic story arc and whatever lies ahead, so I can’t fault them too much.

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Hikaru no Go 13-17 by Yumi Hotta and Takeshi Obata: A

February 21, 2010 by Michelle Smith

These five volumes represent the emotional crux of the series and, as such, plot spoilers will be discussed. Proceed at your own risk.
…

Read More

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Slam Dunk 8 by Takehiko Inoue: B+

February 8, 2010 by Michelle Smith

slamdunk8After an admirable performance in an exhibition game against a tough rival, the Shohoku High basketball team is ready to get back to practice, but a gang of thugs with a grudge against team member Ryota Miyagi makes that impossible. They invade the court with the intent of starting a brawl that’ll get the Shohoku team disqualified from competition. Just when the thugs have been beaten back, with help from Hanamichi’s pals, assistant captain Kogure reveals that the lead punk, Mitsui, was once a promising member of the team.

What follows is a multi-chapter tale of hubris, wounded knees, and wasted potential, and it might perhaps seem rather pointless if not for all the heartfelt emotion on display and the certainty that Mitsui will once again rejoin the team. Kogure, typically very mild in manner, shows he’s tougher than he looks while Mitsui does the opposite when confronted by Coach Anzai, whom he dearly loves and respects.

All in all, there’s very little actual basketball in this volume but there is a lot of team building, which makes for a very enjoyable reading experience.

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Slam Dunk 3-7 by Takehiko Inoue: B

February 6, 2010 by Michelle Smith

slamdunk3How did I let myself get a whole year behind on Slam Dunk?! Of course, the upside to such a monumental lapse is having half a dozen volumes to gobble up back-to-back!

At the end of the second volume, hot-headed protagonist Hanamichi Sakuragi impressed team captain Akagi by declaring himself “a basketball man” in answer to pressure to join the judo team. As a reward, Akagi decides that Hanamichi (who has been learning the fundamentals of dribbling, passing, et cetera) is now ready to learn to shoot. To Hanamichi, of course, this means the slam dunk, but what Akagi has in mind is a more common shot, the layup. Even though Hanamichi practices a good deal on his own, he’s just not getting it until Haruko, the object of Hanamichi’s affections, gives him some pointers. Meanwhile, the Shohoku High team prepares for an exhibition game against Ryonan, a school with an incredible team.

slamdunk5The game against Ryonan—which spans all of volumes four and five and the first third of volume six—is nothing short of riveting, even though Hanamichi is incredibly, incredibly obnoxious throughout. His cockiness wouldn’t grate so much if, like Ryoma in Prince of Tennis, he actually had the skill to back up his claims. Still, his overwhelming confidence does help the team in a few crucial moments and they hold their own extremely well. One of the things I love about sports manga is how the mangaka can quickly create interesting opponents for our team, and Inoue does so here with Ryonan’s ace, Sendoh, who must work much harder against Shohoku than he ever anticipated and enjoys himself much more as a result.

After the exhibition game, Shohoku sets their sights on the district preliminaries and the road to nationals. At the same time, Ryota Miyagi, a second-year student who’d been hospitalized after being injured in a fight, returns to the team. He and Hanamichi butt heads at first until they discover a shared lack of success with the ladies and quickly become buddies. Alas, some thugs have a grudge against Ryota and the basketball team, and a brawl on the court ensues that could disqualify them from competition.

slamdunk7I’m hopeful that the introduction of Ryota marks the start of a Hanamichi I’ll be able to like. Somehow, Hanamichi doesn’t feel the need to exert his prowess over Ryota and is able to receive instruction from him without being a moron about it. It’s extremely gratifying! And even if I find Hanamichi annoying, there are plenty of other characters for me to like. My favorite is Kogure, the mild-mannered assistant captain, but I’m also fond of Yohei Mito, Hanamichi’s right-hand henchman, who is sweetly protective of his friend’s newfound passion and unforgiving of those who would spoil it for him.

Inoue’s art may not be very pretty in Slam Dunk, but it’s extremely easy to follow where games are concerned. I never once had a question about who had passed to whom, or even whether the ball bounced before someone caught it; it must be hard to depict movement so gracefully, but Inoue really excels at it. The “bonus NBA content,” which I assume is provided by VIZ, has also proven to be more interesting than I thought it would be. I admit that I skip the player profile in each volume, but the second page includes all kinds of tips about strategy, and I find it both educational and entertaining. I never actually knew, for example, that the point guard was the fastest member of the team.

If you’re looking for a completely fun and addictive sports manga, Slam Dunk will definitely fit that bill. I’d like it more if Hanamichi weren’t so irritating, but I have hopes that he’ll gradually mature and, in the meantime, there are a lot of other positives to keep me reading!

Review copies for volumes 5-7 provided by the publisher.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Ultimo, Vol. 1

February 1, 2010 by Katherine Dacey

ultimo1The scene: a country road in twelfth-century Japan. The players: Yamato, a bandit with a Robin Hood streak; Dr. Dunstan, a Westerner in sunglasses and a flashy yukata; and Yamato’s gang. The robbers surround Dunstan to search his cart for anything of worth, settling on two large crates. Though Dunstan warns them that the consequences of opening the boxes will be dire — “if you wake them, you will die,” he explains — Yamato ignores his advice, prying off the lids to discover what look like two porcelain boys. Both figures spring to life, with Vice — the “ultimate evil one,” in case you didn’t guess from his name — slaughtering six robbers in short order. Though Yamato is badly outclassed — he has a sword, Vice has a variety of lethal powers that would be the envy of the US military — he vows to defend his friends. Yamato’s brave gesture gives the second doll, Ultimo, an opening to jump into the battle and send Vice packing.

Flash forward to the present: a teenage slacker named Yamato is searching for a one-of-a-kind birthday gift for a pretty classmate when he stumbles across an odd-looking puppet in an antique store. Though Yamato has never seen the puppet before, he’s overwhelmed by a sense of deja vu. Much to his surprise, the puppet’s eyes open, and he lunges forward shouting, “Nine centuries, Yamato-sama! Ultimo missed you very much!” Before Yamato can fully ponder the implications of Ultimo’s outburst, Vice appears on the scene, forcing Yamato and Ultimo into a bus-throwing, glass-shattering smackdown in the streets of Tokyo.

…

Read More

Filed Under: Manga Critic Tagged With: Shonen, Shonen Jump, Stan Lee, VIZ

Black Cat 1-2 by Kentaro Yabuki: B+

June 17, 2009 by Michelle Smith

blackcat11 Black Cat is the story of Train Heartnet, who used to work as an assassin for a powerful organization called Chronos. After an encounter with a female bounty hunter (a.k.a. sweeper) named Saya (whom we only glimpse near the end of volume two), his outlook changed and he gave up that life. Now it’s two years later and Train has become a sweeper himself, collecting bounties on criminals with his partner, Sven. Train’s motto is “more money, more danger… more fun!” and his pursuit of the latter two usually means the duo doesn’t get much of the former.

Though the idea of the “protagonist who used to be a killer but has now become more kind” is not new to shounen manga, it’s employed a little differently in Black Cat. While many such heroes have made it their pledge never to kill again, Train has no problem with offing the criminal element, though he’s scrupulous about not harming innocents. This allows for the potential of a deadly showdown with his former partner, Creed, who was responsible for Saya’s death and upon whom Train has sworn to exact revenge.

After going after a few minor targets, Train and Sven are approached with a proposition by Rinslet, a notorious female thief. She’s been hired to steal some research data from a criminal bigwig, and wants Train and Sven to help make her job easier by capturing the bigwig first. They get the reward; she gets the loot; everybody’s happy. Of course, things don’t exactly go as planned, since the bigwig invokes Creed’s name and makes Train go rather nuts. Ultimately, Train and Creed confront each other, inflicting enough wounds to prove they are well matched as opponents but living to fight another day.

These first two volumes skillfully introduce Train’s past, his current circumstances, and the lingering threat of Creed and his band of revolutionaries (who seek to overthrow Chronos and want Train to join them) without inundating the reader with information. One of the best things about this series is the nebulous notion of “pacing,” which to me means that when I read it, it feels like I am watching a television show, with a variety of perspectives and camera angles and a natural flow to scenes and conversations. The story is also structured similarly, with the introduction of a villain who then retreats into the background for a bit while the protagonists get on with the daily grind of their occupation, calling, and/or duty.

My favorite aspect of the series, however, is the strength of the partnership between Train and Sven. It’s clear that these two trust each other professionally, but it goes deeper than that, as exemplified by Train’s reaction when Sven gets wounded during an attempt to apprehend a target. Their relationship actually reminds me some of Ban and Ginji in GetBackers, with the energetic but extremely powerful guy using the nickname –chan to refer to his more cerebral partner who possesses some sort of eye-related power (though this is only a hint so far in Sven’s case). That’s a pretty superficial comparison, but the overall affectionate feel is pretty similar.

Thankfully, the similarities between Black Cat and GetBackers do not extend to the art. Yabuki’s illustrations are clean and easy on the eyes, with a minimum of screentone and quite a lot of speed lines. Even without looking at the cover, one could probably tell that this series ran in Shonen Jump. Speaking of the cover, that’s the one area where Yabuki’s art becomes unattractive. Rinslet in particular looks much, much better in the interior art. One artistic element that does puzzle me is Train’s coat. What exactly are those brown things?! They look like miniature life boats but I have a sneaking suspicion they’re meant to be cat nipples.

Bizarre sartorial choices aside, what it all boils down to is that Black Cat is a lot of fun. The well structured story and the camaraderie between the leads elevates it beyond typical shounen fare and I’m definitely looking forward to seeing how the rest of it plays out.

This review was originally published at Comics Should Be Good.

Filed Under: Manga, Shounen Tagged With: Shonen Jump, VIZ

Slam Dunk 2 by Takehiko Inoue: B+

February 9, 2009 by Michelle Smith

Volume two of Slam Dunk sure has been a long time coming! When we left off in volume one, hot-headed Sakuragi had grown frustrated with fundamentals training and quit the team. We pick up the story with Sakuragi regretting his decision, and he soon returns to practice after quickly polishing off a thug who’d been spoiling for a fight.

Although Sakuragi is still as clueless and boastful as before, he’s slightly less annoying than he used to be because he is starting to become interested in the sport more for its own sake than as a way to secure Haruko’s affections. Like a good shonen hero, his rate of improvement exceeds everyone’s expectations and he manages to impress the coach during an intra-team practice match despite needing to learn a special lesson about the value of teamwork.

The supporting cast gets a little more attention in this volume, most notably Assistant Captain Kogure and the team manager, Ayako, though they’re mostly relegated to reacting to the actions of others’ and/or calling out the names of moves like “Fly swatter!” The intra-team match is the highlight of the volume, giving readers an idea of how cool an actual game will be once the story advances that far. I’m personally looking forward to it!

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Slam Dunk 1 by Takehiko Inoue: B

August 4, 2008 by Michelle Smith

Sakuragi has never been a hit with girls. In fact, in three years of junior high he amassed an impressive fifty rejections! Now in his first year of high school, he once again believes he’s met the girl of his dreams. Haruko loves athletes, and basketball in particular, so to win her affections, Sakuragi becomes determined to join the school team.

This aim is complicated by Sakuragi’s overwhelming, almost painful stupidity and violent outbursts of temper. He mouths off within earshot of the captain (who also happens to be Haruko’s older brother) and publicly humiliates him in a basketball contest. Though he manages to control himself long enough to get onto the team, he is quickly frustrated by fundamentals training and ends up storming off the court in a huff.

I know Slam Dunk is a classic of sports manga, a genre I really like, but I didn’t enjoy it quite as much as I thought I would. Most of that has to do with Sakuragi’s temperament, though, so I’m hopeful that as he’s forced to learn discipline and teamwork, the ignorant boasting and random karate chopping will gradually subside. The actual playing and practicing of basketball is great fun to read, another reason I assume my enjoyment will increase in future installments.

I was both impressed and a little confused by Inoue’s artwork. The style is by turns realistic and comedic, and though sometimes it borders on unattractive, there are definitely moments of greatness. A page and a half spread of the basketball court is a particular standout; the way the panel is framed does an excellent job in conveying the size and height of the room.

The confusion stems from several characters that appear to be of African descent. Their names are Japanese, though, and one of them is Haruko’s brother, so I am assuming they’re not supposed to be a different ethnicity than their peers. I was also struck by the resemblance of one of Sakuragi’s buddies to the late Robert Goulet. Consider the evidence:

A number of extras are included in this volume, all without deviating from the standard Shonen Jump price of $7.99. The first chapter is printed entirely in color, and a glossy color section in back includes a profile of a real-life NBA superstar and some tips on how to perform a slam dunk. And a sticker!

I liked this okay, and I’m confident I’ll like the rest more. It’ll be a long wait until volume two–due out in February–but Viz recently announced that a new series is due to replace Slam Dunk in the magazine come March, so the frequency of releases ought to increase in the near future.

Review copy provided by the publisher. Review originally published at Manga Recon.

Filed Under: Books Tagged With: Shonen Jump, Takehiko Inoue, VIZ

Hikaru no Go 12 by Yumi Hotta and Takeshi Obata: A-

June 7, 2008 by Michelle Smith

From the back cover:
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 look like an amateur?

Review:
Parts of this volume are so difficult to read. Sai and Hikaru have a number of semi-arguments, Sai wondering whether he’ll ever be allowed to play a game again and Hikaru maintaining that such a demand is selfish and would deprive him of opportunities for his own development. It’s like watching a couple who wants different things from the relationship, but neither wants to break up. It bugs me especially when Hikaru ignores Sai, though at least by the end of the volume he’s actively trying to cheer him up and give him opportunities to play.

Hikaru plays one of his first games as a pro, with Toya Meijin as his opponent. Or, rather, Sai plays it. Sai has been looking forward to this since day one, and though the build-up and tense atmosphere were awesomely done, I was kind of disappointed that the game itself was so brief. I could’ve happily read a couple of chapters focused just on the details of that game. It looks like a rematch is on the horizon, though, so perhaps that will satisfy Sai and me.

This series is definitely one with reread potential. I can already picture myself—unfortunately several years hence—happily devouring all 23 volumes in a marathon. Until that day, I’ll take the little nibbles I can get.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Hikaru no Go 11 by Yumi Hotta and Takeshi Obata: A

January 8, 2008 by Michelle Smith

From the back cover:
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?

Review:
The pro test concluded with this volume. I really enjoyed the match between Hikaru and Waya, and how when Hikaru got stuck, he asked himself what Sai would do in a given situation. There was more focus on Sai this volume than there has been of late, as he began to realize how much Hikaru has improved and how he is becoming a capable stand-in for Sai himself.

I would’ve liked to have seen more of the match between Hikaru and Ochi, after all the set-up it received, culminating in a confrontation wherein Hikaru learned that Akira had been training Ochi nightly and deduced that it was all Akira’s attempt to gauge Hikaru’s strength through Ochi. There was a really cool panel where Ochi and Hikaru were sitting at the board with Akira and Sai behind them, respectively. But alas, much of their match happened off-camera. That said, I really liked that it was from Isumi’s perspective that we learned the result, since it meant the end of his chances of passing this time around.

The volume finished off with Hikaru doing some nostalgic eavesdropping on the middle school Go club to which he used to belong and with his mom wondering whether she ought to fret about his unusual profession. Little touches like these are what make this series truly excellent. I’m sad that I now have to wait until May for the next installment.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Hikaru no Go 10 by Yumi Hotta and Takeshi Obata: A-

January 6, 2008 by Michelle Smith

From the back cover:
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!

Review:
This entire volume was full of pro test goodness. Placements shifted a bit throughout these chapters, but it was always clear who was ahead and who’d fallen behind. The complete chart of each player’s wins and losses was also included at one point, which was neat to see. I liked that the focus wasn’t solely on Hikaru.

Once again, though all of the pro test stuff was great, my favorite chapters were those where Akira is dealing with his “fixation” on Shindo, as Ochi (who received a couple lessons from Akira) put it. I particularly liked the last chapter, where Akira recreated his first game against Sai for Ochi to explain his obsession. Ochi was appropriately astonished.

The art was really great, too, though that’s not unusual. I was struck again, though, by the variety among the character designs. No one looked the same, but Obata didn’t need to resort to unrealistic gimmicks to distinguish between characters. This series also has a lot of just average-looking people in it, which is something I appreciate.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Hikaru no Go 9 by Yumi Hotta and Takeshi Obata: A-

May 28, 2007 by Michelle Smith

From the back cover:
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!

Review:
This volume picks up where the last left off, with Hikaru and friends playing against adults in various Go salons around town. Through the experience, Hikaru learns valuable confidence, as well as the ability to count points during play and control the outcome of a game to force a tie. These bits are okay, but not very suspenseful.

The match with Suyong is surprisingly enjoyable, even though Suyong is annoying. I liked how the other patrons of the salon really got into the match. The most significant bit, however, is that Kaio’s Go coach happens by and praises Hikaru, comparing his play to that in the first junior high tournament he entered, when Sai was actually dictating the moves. Hikaru is elated, but Sai is worried.

We end up with a couple of chapters devoted to the resumption of the pro test, which is about where I started bemoaning the small amount of pages left, because these bits are so crazily addictive. Akira, who had already shown that he feels Hikaru on his trail, checks the results from home and freaks at Hikaru’s winning streak, accepting a lowly teaching job with another kid in the test just to indulge his curiosity on his rival’s progress.

Although a manga about a board game might seem dull (the uninspired back cover text doesn’t help this impression), this volume disproves that notion when it focuses on the rivalry between Hikaru and Akira and how it fuels each of them to improve. The earlier chapters weren’t bad, but it was the latter half of the volume that was truly exciting. Also, though I’ve seen the anime and know what is coming, I’m still eager to see the plot with Sai play out because it brings a lot to the story.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Hikaru no Go 8 by Yumi Hotta and Takeshi Obata: A

November 23, 2006 by Michelle Smith

From the back cover:
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.

Review:
I really like how the passage of time is handled in Hikaru no Go. Hikaru is improving quickly, true, but it’s still taken him a fairly long time to advance through the insei ranks. Now, in preparing for the pro test, Hikaru is walking his rival’s path one year later. As Hikaru continues to grow, we see a few panels that indicate that Akira is doing the same. Akira doesn’t look energized in any of these panels, though, and we all know he’ll benefit from finally having a true rival.

I thought it was interesting that the reaction of Hikaru’s parents and family was taken into account, too. They have no real way to gauge his abilities. They’re letting him do what he wants for now, but understandably concerned about his future. This isn’t something that I’ve personally seen in a tournament style story before, so it’s neat. The closest parallel would be Prince of Tennis, but everyone there universally acknowledges that Ryoma is awesome, and his dad would be in a position to know.

Lastly, I particularly appreciated that the preliminary round arc is resolved within a single volume. With the wait between volumes what it is, it was nice to get it all at once, and leave off with the boys in preparation for the real thing.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

Hikaru no Go 7 by Yumi Hotta and Takeshi Obata: A

June 24, 2006 by Michelle Smith

From the back cover:
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?

Review:
It’s hard to articulate why I love this series so much, but I really do. The plot is not a new one in shounen manga, but the characters are so endearing, and the art so great, that it still feels fresh. Hikaru is your typical boy, thoughtless at times, but still with the occasional sweet moment when he is determined to do something good for Sai. And, of course, Sai could not be prettier and/or cuter. I particularly like when all that’s in his thought bubble is a little heart.

It’s also pretty unique how far we’ve progressed so far. A little over a year has passed since Hikaru started playing, several months are covered in this volume alone, and I think the story is somewhere over the halfway point of the anime series. With 16 volumes after this one, it makes me think there’s tons of story that wasn’t animated, and since I have remained unspoiled on it, it’s quite a lovely prospect.

In this volume, I liked that Sai is able to diagnose why Hikaru keeps losing, and actually do a bit of instructing that nudges Hikaru’s skill level up some. Plus, the stylized representations of their games as parrying swordplay was a pretty cool way of illustration his progression. The other insei are more interesting than his former clubmates back at his junior high, because they’re better skilled and less worshipful of his abilities, and with this volume, he’s just getting into playing against a couple of characters that I quite like.

Everyone needs to read a bit of shounen tournament-style manga every once in a while, to experience its awesome addictive power. Hikaru no Go would be an excellent choice.

Filed Under: REVIEWS Tagged With: Shonen Jump, Takeshi Obata, VIZ

  • « Go to Previous Page
  • Page 1
  • Interim pages omitted …
  • Page 3
  • Page 4
  • Page 5
  • Page 6
  • Go to Next Page »
 | Log in
Copyright © 2010 Manga Bookshelf | Powered by WordPress & the Genesis Framework