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Hotta, Yumi

Overview
Works: 163 works in 663 publications in 5 languages and 11,020 library holdings
Genres: Graphic novels  Comic books, strips, etc  Fiction  Juvenile works  Fantasy comic books, strips, etc  Ghost stories  Television programs  Fantasy television programs  Animated television programs  Young adult works 
Roles: Author, Creator
Classifications: PN6790.J33, 741.5952
Publication Timeline
Key
Publications about Yumi Hotta
Publications by Yumi Hotta
Most widely held works about Yumi Hotta
 
Most widely held works by Yumi Hotta
Hikaru no go by Yumi Hotta( Book )
393 editions published between 1998 and 2015 in 6 languages and held by 8,894 libraries worldwide
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-- 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
Hikaru no go by Yumi Hotta( Book )
17 editions published between 1998 and 2012 in 3 languages and held by 437 libraries worldwide
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!
Hikaru no go by Yumi Hotta( Book )
14 editions published between 1998 and 2012 in 3 languages and held by 394 libraries worldwide
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."
Hikaru no go. sai vs. toya koyo by Yumi Hotta( Book )
2 editions published in 2009 in English and held by 317 libraries worldwide
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! Then, Hikaru challenges himself by playing Kurata 6 dan. How do you win a game in which both players use the same color stones?!
Shonen Jump's Hikaru no Go ( visu )
1 edition published in 2006 in Japanese and held by 92 libraries worldwide
With Hikaru's help, the ghost of Go master Sai has become the Internet Go player everyone is itching to identify. Unfortunately, rival Akira can see the similarities in Sai's almost superhuman abilities to the ones displayed in a match against Hikaru
Hikaru no go ( visu )
1 edition published in 2007 in English and held by 87 libraries worldwide
Hikaru is invited to the Young Lions Tournament and he may get a chance to play rival Akira Toya again. But while trying to qualify he suffers a losing streak. Can he rekindle his passion for the game? Why is Ogata 9-Dan so interested in him?
Hikaru no go ( visu )
2 editions published in 2007 in English and held by 82 libraries worldwide
Hikaru is invited to the Young Lions Tournament and he may get a chance to play rival Akira Toya again. But while trying to qualify he suffers a losing streak. Can he rekindle his passion for the game? Why is Ogata 9-Dan so interested in him?
Hikaru no Go ( visu )
1 edition published in 2007 in Japanese and held by 81 libraries worldwide
Hikaru, Waya, and Isumi visit some Go salons to test themselves against a variety of opponents, but the competitive passions they stir up may be more than they can handle. At a local festival, Akira faces his own challenge in the form of a cranky city councilman, who he must let win. But Akira's not ready to "lose" so easily
Shonen Jump's Hikaru no go ( visu )
1 edition published in 2007 in English and held by 78 libraries worldwide
Hikaru has six wins under his belt, but can he keep up his winning streak when he goes up against his friends? Ochi gets some pointers from Akira Toya, but is he just trying to get to Hikaru? Includes episodes 37-40
Hikaru no go ( visu )
1 edition published in 2007 in Japanese and held by 69 libraries worldwide
Hikaru, who's distinguished himself as a player to beat, must face Ochi, who's already achieved his pro spot and is determined to defeat Hikaru no matter what!
Hikaru no go 1 : descent of the Go master by Yumi Hotta( Book )
11 editions published between 2002 and 2012 in 3 languages and held by 44 libraries worldwide
"Hiraku 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-- 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."--Cover
Hikaru no Go. 12 : the Shinshodan series by Yumi Hotta( Book )
4 editions published in 2008 in English and held by 35 libraries worldwide
Hikaru launches his professional "Go" playing career with a game against veteran player Toya Meijin--the father of prodigy Akira Toya--which allows Hikaru's ghostly master, Sai, to seek some revenge on an old opponent
Hikaru no Go. 11 : a fierce battle by Yumi Hotta( Book )
6 editions published between 2008 and 2009 in English and held by 33 libraries worldwide
Hikaru has to win more games of Go to get to the pro test
Hikaru No Go 8 by Yumi Hotta( Book )
7 editions published between 2003 and 2015 in English and French and held by 15 libraries worldwide
12-årige Hikaru finder et antikt Go-spil på loftet. Det viser sig, at det bebos af et næsten 1000 år gammelt spøgelse af en Go-mester. Med spøgelsets hjælp kaster Hikaru sig ud i at udfordre verdenseliten i Go
Hikaru no Go v. # 3 by Yumi Hotta( Book )
2 editions published in 2005 in English and held by 15 libraries worldwide
Akira, with the help of upperclassman Yuri Hidaka, finds confidence to beat Hikaru in the Go game
A fierce battle by Yumi Hotta( Book )
3 editions published between 1998 and 2008 in Undetermined and English and held by 12 libraries worldwide
Sixth-grade Hikaru Shindo's discovery of a bloodstained game board leads to an encounter with the ghost of Go master Fujiwara-no-Sai and the formation of an unbeatable Go team
Hikaru no go, v.2 : First battle by Yumi Hotta( Book )
2 editions published in 2004 in English and held by 12 libraries worldwide
"With sure and steady moves, Sai and Hikaru are making a name for Hikaru Shindo as the one who might possibly beat the venerable Akira Toya ..."--Cover
Start by Yumi Hotta( Book )
2 editions published in 2005 in English and held by 12 libraries worldwide
Sai's Internet Go games have people around the world guessing who he is. Akira, Hikaru's rival, suspects it's Hikaru himself. He even skips the first day of his pro exam for a re-match with "Sai."
Descent of the Go master by Yumi Hotta( Book )
2 editions published in 1999 in English and held by 11 libraries worldwide
Hikaru no Go. Day four by Yumi Hotta( Book )
3 editions published in 2006 in English and held by 10 libraries worldwide
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-- 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
 
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Alternative Names
Hotta, Yumi 1957-
Yumi, Hotta
Yumi Hotta 1957-....
Yumi Hotta dessinateur japonais
Yumi Hotta fumettista giapponese
Yumi Hotta Japanese manga artist
Yumi Hotta japanische Manga-Zeichnerin und Autorin
Yumi Hotta Japans mangaka
홋타 유미
ほった ゆみ 1957-....
ほったゆみ
ほったゆみ 1957-
ホッタ, ユミ 1957-
堀田 由美 1957-....
堀田由美
Languages
English (320)
French (74)
Japanese (51)
Chinese (25)
German (4)
Covers
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