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* SymbioticPossession: Sai and Hikaru; Also Sai and Honinbo Shusaku.
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* HardWorkHardlyWorks: Subverted. The series looks as if it was set up to demonstrate the meteoric rise of Hikaru as a talented Go player. However, despite his immense talents with a thousand year old spirit of a Go genius as a [[SpiritAdvisor teacher]], he is never shown to be capable of dominating his [[TheRival rival]] Akira, who is just as talented as him if not even more, but had started playing much earlier than him.

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* HardWorkHardlyWorks: Subverted. The series looks as if it was set up to demonstrate the meteoric rise of Hikaru as a talented Go player. However, despite his immense talents with a thousand year old spirit of a Go genius as a [[SpiritAdvisor teacher]], he is never shown to be capable of dominating his [[TheRival rival]] Akira, who is just as talented as him if not even more, but had started playing much earlier than him. Hikaru himself also works incredibly hard to advance once he starts becoming serious about Go.
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* IdenticalStranger: In the Chinese Go circuit, Isumi meets a boy named Le Ping who looks exactly like an eleven-year old Waya.
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* TheThingThatGoesDoink: Shown a number of times, most prominently in the Touya residence.
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The story follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.

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The story follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} ''{{TabletopGame/Go}}'' master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.



Compare ''Manga/ShionNoOu'', which has a similar premise, only with the game of TabletopGame/{{Shogi}} instead.

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Compare ''Manga/ShionNoOu'', which has a similar premise, only with the game of TabletopGame/{{Shogi}} ''TabletopGame/{{Shogi}}'' instead.



* MundaneMadeAwesome: Every game of Go is played like a typical sports game, with speed lines, dramatic angles, and important moves glow. Episode 62 takes this up to eleven, since Hikaru is virtually berserk with worry at the time. Every stone Hikaru plays has an echo, and electricity arcs between the stones at one point.

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* MundaneMadeAwesome: Every game of Go ''TabletopGame/{{Go}}'' is played like a typical sports game, with speed lines, dramatic angles, and important moves glow. Episode 62 takes this up to eleven, since Hikaru is virtually berserk with worry at the time. Every stone Hikaru plays has an echo, and electricity arcs between the stones at one point.

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!This show provides examples of:

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!This show !!This manga provides examples of:



* AdaptationInspiration: with PragmaticAdaptation thrown in for the Chinese live action based on the brevity a typical Chinese show has, an hour or so for each episode. Get Over and Bokura no Bouken had been adapted to fit the work. The story beats are still the same, just over a time span.

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* AdaptationInspiration: with With PragmaticAdaptation thrown in for the Chinese live action live-action based on the brevity a typical Chinese show has, an hour or so for each episode. Get Over and Bokura no Bouken had been adapted to fit the work. The story beats are still the same, just over a time span.


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* HollywoodBoardGames:
** The series is based on Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy who becomes obsessed with learning and playing Go after awakening the ghost of a Heian-era Go master named Fujiwara no Sai.
** Tetsuo Kaga prefers to play Shogi but is pretty good at playing Go, too.
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* UnskilledButStrong: Zig-zagged with Sai. He's particular Go technique is noted as being outdated compared to modern play styles, but he's still more than capable of overwhelming all but the strongest opponents. As the series goes on, he learns more modern styles of play, firmly cementing him as a StrongAndSkilled master of Go that only Touya Mejin even has a chance against.
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** Touya Meijin also counts. He's not as old as Kuwabara-sensei, but he's still incredibly skilled at Go, very witty, and a ReasonableAuthorityFigure when dealing with younger players.
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** The Chinese drama adaptation had to do write arounds to hide Sai's counterpart being a ghost due to ghosts being taboo in post-1949 Chinese media.
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* {{Bowdlerize}}: In the original Japanese manga, Kaga smokes, but in the anime he chews gum instead due to Japanese broadcast regulations regarding underage smoking. The English version of the manga....flip flops on this [[note]] Kaga's introduction in the manga is censored, but all other instances of him smoking are left intact, to make things even more confusing they reference Kaga's introduction as if it wasn't censored to begin with in the ''very next volume'' [[/note]].
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* KeepItForeign: In the Korean dub, the setting got changed to South Korea. But when Korea showed up in the series, it got changed to China.
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Up To Eleven is a defunct trope


* MundaneMadeAwesome: Every game of Go is played like a typical sports game, with speed lines, dramatic angles, and important moves glow. Episode 62 takes this UpToEleven, since Hikaru is virtually berserk with worry at the time. Every stone Hikaru plays has an echo, and electricity arcs between the stones at one point.

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* MundaneMadeAwesome: Every game of Go is played like a typical sports game, with speed lines, dramatic angles, and important moves glow. Episode 62 takes this UpToEleven, up to eleven, since Hikaru is virtually berserk with worry at the time. Every stone Hikaru plays has an echo, and electricity arcs between the stones at one point.
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TRS voted to cut this trope here


* UnrelatedEffects: When someone is demonstrating exceptional skill in the game, their fingertips glow as they place down the stone.
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* TookALevelInBadass: Hikaru's prodigious growth as a player is noted by many characters, namely his going from an absolute beginner to [[spoiler: a professional Go player]] in the span of two years.
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** Kaga as well. He's abrasive and rude, but he helps out the Go club in a pinch and is happy to see Hikaru become an insei.
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* ExactWords: At one point, Akira must play four simultaneous games against a {{Jerkass}} assemblyman and his assistants, and is told that the assemblyman cannot lose. Akira's response? Force all players to a tied game, a nigh-impossible feat that easily cements his skill relative to theirs.

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* ExactWords: At one point, Akira must play four simultaneous games against a {{Jerkass}} assemblyman and his assistants, and is told that the assemblyman cannot lose.lose for fear of him getting angry. Akira's response? Force all players to a tied game, a nigh-impossible feat that easily cements his skill relative to theirs.
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* ExactWords: At one point, Akira must play four simultaneous games against a {{Jerkass}} assemblyman and his assistants, and is told that the assemblyman cannot lose. Akira's response? Force all players to a tied game, a nigh-impossible feat that easily cements his skill relative to theirs.
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No longer a trope.


* MulticoloredHair: Hikaru and Ochi.
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* BeethovenWasAnAlienSpy: The backstory of Sai established that he had also possessed Honinbo Shusaku, a very real top Go player from the Edo period and one of the best in the history of Japanese Go. Essentially every game Shusaku had played was actually Sai playing. The reason Shusaku let Sai do this was because Shusaku himself was especially gifted to the point even as a kid he recognized and understood Sai's immense strength.

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''Hikaru no Go'' (ヒカルの碁) is a manga written by Yumi Hotta and drawn by a pre-''Manga/DeathNote'' Takeshi Obata, originally serialized in ''[[Magazine/ShonenJump Weekly Shonen Jump]]'' from 1999 to 2003. It follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.

to:

''Hikaru no Go'' (ヒカルの碁) is a manga written by Yumi Hotta and drawn by a pre-''Manga/DeathNote'' Takeshi Obata, originally serialized in ''[[Magazine/ShonenJump Weekly Shonen Jump]]'' from 1999 to 2003. It later received an anime adaptation that aired from 2001 to 2003 for 75 episodes.

The story
follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.

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* BonusMaterial: The live-action instructional series ''"Go Go Igo!"'', presented by [[HotTeacher Umezawa Yukari]], shown after episodes of the anime.



* SpinOff: The live-action instructional series ''"Go Go Igo!"'', presented by [[HotTeacher Umezawa Yukari]], shown after episodes of the anime.
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''Hikaru no Go'' (ヒカルの碁) is a manga written by Yumi Hotta and drawn by a pre-''Manga/DeathNote'' Takeshi Obata, originally serialized in ''Magazine/ShonenJump Weekly Shonen Jump'' from 1999 to 2003. It follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.

to:

''Hikaru no Go'' (ヒカルの碁) is a manga written by Yumi Hotta and drawn by a pre-''Manga/DeathNote'' Takeshi Obata, originally serialized in ''Magazine/ShonenJump ''[[Magazine/ShonenJump Weekly Shonen Jump'' Jump]]'' from 1999 to 2003. It follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.
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''Hikaru no Go'' (ヒカルの碁) is a 1999 manga written by Yumi Hotta and drawn by a pre-''Manga/DeathNote'' Takeshi Obata. It follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.

to:

''Hikaru no Go'' (ヒカルの碁) is a 1999 manga written by Yumi Hotta and drawn by a pre-''Manga/DeathNote'' Takeshi Obata.Obata, originally serialized in ''Magazine/ShonenJump Weekly Shonen Jump'' from 1999 to 2003. It follows Hikaru Shindo, an (initially) eleven-year-old Japanese schoolboy, who accidentally releases the ghost of Fujiwara no Sai, a Heian-era {{TabletopGame/Go}} master who killed himself, and whose spirit was trapped in a bloodstained Go board. Once released, Sai's spirit posesses Hikaru, because he is desperate to play Go again, seeking to achieve the Divine Hand, the perfect decisive move. Initially, Hikaru plays for Sai, instructed by their mental link, simply to get him to shut up.
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** Speaking of slight expansion, Haze’s Go Club’s counterpart was given a slightly larger role such as a training camp. Coincidentally, Hikaru’s counterpart met Isumi’s counterpart earlier as a result. Ogata’s counterpart was given more screen time including acting as a liaison if drama comes up between the Hikaru Akira dynamic. Yes, the trajectory is slightly changed in the rivalry due to the TimeSkip and more. Akira’s counterpart was still just as obsessed though the minute interaction he even got with his rival just fueled him more. In the original, it was the school match that finally pushed Akira into becoming pro and only interacted with Hikaru through indirect means afterward - except that one time after the online Sai match - until he entered the pro world while it took a good few years for that to happen in the Chinese version.

to:

** Speaking of slight expansion, Haze’s Go Club’s counterpart was given a slightly larger role such as a training camp. Coincidentally, Hikaru’s counterpart met Isumi’s counterpart earlier as a result. Ogata’s counterpart was given more screen time including acting as a liaison if drama comes up between the Hikaru Akira dynamic. Notably, while Ogata was interested in Hikaru from the start and did sponsor him, to others, it looks weird and spontaneous, given Hikaru’s current strength. Here, Hikaru’s counterpart actually asked Ogata’s counterpart to be his sponsor to get in and due to knowing him at some level, he did sponsor. Yes, the trajectory is slightly changed in the rivalry due to the TimeSkip and more. Akira’s counterpart was still just as obsessed though the minute interaction he even got with his rival just fueled him more. In the original, it was the school match that finally pushed Akira into becoming pro and only interacted with Hikaru through indirect means afterward - except that one time after the online Sai match - until he entered the pro world while it took a good few years for that to happen in the Chinese version.
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** Speaking of slight expansion, Haze’s Go Club’s counterpart was given a slightly larger role. Ogata’s counterpart was given more screen time including acting as a liaison if drama comes up between the Hikaru Akira dynamic. Yes, the trajectory is slightly changed in the rivalry due to the TimeSkip and more. Akira’s counterpart was still just as obsessed though the minute interaction he even got with his rival just fueled him more. In the original, it was the school match that finally pushed Akira into becoming pro and only interacted with Hikaru through indirect means afterward - except that one time after the online Sai match - until he entered the pro world while it took a good few years for that to happen in the Chinese version.

to:

** Speaking of slight expansion, Haze’s Go Club’s counterpart was given a slightly larger role.role such as a training camp. Coincidentally, Hikaru’s counterpart met Isumi’s counterpart earlier as a result. Ogata’s counterpart was given more screen time including acting as a liaison if drama comes up between the Hikaru Akira dynamic. Yes, the trajectory is slightly changed in the rivalry due to the TimeSkip and more. Akira’s counterpart was still just as obsessed though the minute interaction he even got with his rival just fueled him more. In the original, it was the school match that finally pushed Akira into becoming pro and only interacted with Hikaru through indirect means afterward - except that one time after the online Sai match - until he entered the pro world while it took a good few years for that to happen in the Chinese version.
Is there an issue? Send a MessageReason:
None


** Speaking of slight expansion, Haze’s Go Club’s counterpart was given a slightly larger role. Ogata’s counterpart was given more screen time including acting as a liaison if drama comes up between the Hikaru Akira dynamic. Yes, the trajectory is slightly changed in the rivalry due to the TimeSkip and more. Akira’s counterpart was still just as obsessed though the minute interaction he even got with his rival just fueled him more. In the original, it was the school match that finally pushed Akira into becoming pro and only interacted with Hikaru through indirect means afterwards until he entered the pro world while it took a good few years for that to happen in the Chinese version.

to:

** Speaking of slight expansion, Haze’s Go Club’s counterpart was given a slightly larger role. Ogata’s counterpart was given more screen time including acting as a liaison if drama comes up between the Hikaru Akira dynamic. Yes, the trajectory is slightly changed in the rivalry due to the TimeSkip and more. Akira’s counterpart was still just as obsessed though the minute interaction he even got with his rival just fueled him more. In the original, it was the school match that finally pushed Akira into becoming pro and only interacted with Hikaru through indirect means afterwards afterward - except that one time after the online Sai match - until he entered the pro world while it took a good few years for that to happen in the Chinese version.
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None


* AdaptationInspiration: with PragmaticAdaptation thrown in for the Chinese live action based on the brevity a typical Chinese show has, an hour or so for each episode. Get Over and Bokura no Bouken had been adapted to fit the work. The story beats are still the same.

to:

* AdaptationInspiration: with PragmaticAdaptation thrown in for the Chinese live action based on the brevity a typical Chinese show has, an hour or so for each episode. Get Over and Bokura no Bouken had been adapted to fit the work. The story beats are still the same.same, just over a time span.

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