É assim mesmo, o número de jogadores caía ano a ano, isso é retratado
até na história do Hikaru (no final da história um jogador talentoso
aparecia mas o pai não queria que ele se dedicasse ao Go por não saber
se teria futuro).

E, quando o Go explodiu de novo no Japão, os vizinhos foram na onda.
Já está chegando nos EUA, há protocolos para jogar Go pela internet...

Rafael

2006/6/7, antonio kleber de araujo <[EMAIL PROTECTED]>:
>
> Não é bem assim mas é mais ou menos isto....
>
> -----Mensagem original-----
> De: [email protected] [mailto:[EMAIL PROTECTED] Em
> nome de Rafael Dias
> Enviada em: Tuesday, June 06, 2006 10:27 PM
> Para: [email protected]
> Assunto: Re: [gl-L] Animê hikarunogo
>
> Ikaru No Go? Excelente! Leia também o mangá, é mais interessante!
>
> Essa historinha é tão boa que fez fez o Go sair do risco de extinção
> no Japão. Espalhou-se até China e Coréia...
>
> Rafael
>
> 2006/6/6, antonio kleber de araujo <[EMAIL PROTECTED]>:
> >
> >
> > Ia mandar em PVT para o masca, mas vai geral, pois poderia interessar a
> alguém
> >
> > Quem quiser aprender os rudimentos do GO baixe este Animê hikarunogo
> >
> > ________________________________
>
> > Hikaru no Go premiere May 2 on ImaginAsian TV
> > anounced on 2006-05-01 10:47
> > ________________________________
>
> >
> > IMAGINASIAN TV ACQUIRES HIT ANIME SERIES
> >
> > "HIKARU NO GO" FROM VIZ MEDIA
> >
> >
> >
> > Series sparked international resurgence in popularity of the strategy game
> Go
> >
> > NEW YORK, April 28, 2006 – ImaginAsian TV (iaTV) announced that it has
> acquired the hit anime series SHONEN JUMP's HIKARU NO GO from animation,
> publishing and licensing, company VIZ Media, LLC. Based on the best-selling
> manga written by Yumi Hotta and illustrated by Takeshi Obata, HIKARU NO GO
> is scheduled to premiere on iaTV on May 2, 2006 at 8 p.m. PT/ET. ImaginAsian
> TV, America's first 24-hour Asian American television network, will be the
> first U.S. network to broadcast both the subtitled and dubbed versions of
> the series.
> >
> >
> >
> > "With its unique storyline and fantastic animation, HIKARU NO GO is
> possibly one of the most compelling anime ever produced," said David Chu,
> SVP of production and programming at ImaginAsian TV. "We couldn't be more
> excited about adding this series to our line-up."
> >
> >
> >
> > In Japan, HIKARU NO GO has enjoyed tremendous success as a manga and anime
> series since its debut in 1998 in the weekly Shonen Jump comic anthology
> magazine. Twenty-three volumes of the manga were published, and the creation
> of the 75-episode animated series later followed. The popularity of HIKARU
> NO GO spurred a massive interest in the ancient strategy Go game among the
> youth in Japan, Korea and Hong Kong. North America has also seen a similar
> resurgence in the game's popularity since VIZ Media began publishing the
> manga series in its monthly SHONEN JUMP magazine in 2004.
> >
> >
> >
> > "HIKARU NO GO is a phenomenal success in Japan, and we're thrilled to be
> continuing its momentum here in the U.S.," said John Easum, executive vice
> president, VIZ Media. "In ImaginAsian TV we have found the perfect venue for
> the series' U.S. television debut."
> >
> >
> >
> > HIKARU NO GO tells the story of Hikaru Shindo, a young student who
> stumbles across a dusty old Go board while exploring his grandfather's
> attic. Trapped inside is Fujiwara-no-Sai, the ghost of an ancient Go master
> that enters Hikaru's consciousness, allowing
> >
> >
> >
> > (More…)
> >
> > him to communicate with the spirit. Sai, newly awakened, wishes for
> nothing more than to play Go again. Urged on by Sai, Hikaru reluctantly
> begins playing Go. As he begins to appreciate the complexities of the game,
> Hikaru makes it his quest to become the ultimate Go champion. Featuring
> high-quality a nimation by Studio Pierrot (Naruto, Bleach), HIKARU NO GO is
> a visual tour de force, fast-paced adventure, and compelling coming of age
> story in one.
> >
> >
> >
> > Both subtitled and dubbed airings of HIKARU NO GO on ImaginAsian TV will
> also feature a live-action "How to Play Go" segment, originally aired on
> Japanese television.
> >
> >
> >
> >
> > About ImaginAsian TV
> >
> > ImaginAsian TV (iaTV) is America's first national 24-hour Asian American
> network, catering to American audiences with a passion "for all things
> Asian," including more than 14 million Asian / Pacific Americans. iaTV (
> www.iatv.tv) offers top-notch entertainment, news, anime, music videos,
> movies, and original programming from Asia and the U.S. All foreign-language
> programs are subtitled in English to meet the needs of the general public,
> and English-speaking hosts introduce shows during prime time. Fully
> advertiser-supported, ImaginAsian TV is currently carried on cable systems
> in New York, Los Angeles, San Francisco, Houston, Hawaii and parts of New
> Jersey, as well as via broadcast in other parts of the United States,
> including Las Vegas, NV, Seattle, WA, and Edison, NJ. Along with The
> ImaginAsian Theater, ImaginAsian Pictures, ImaginAsian Home Video,
> ImaginAsian Radio, and iaLink, ImaginAsian TV is an integrated division of
> ImaginAsian Entertainment, Inc.
> >
> >
> >
> >
> > About VIZ Media, LLC
> >
> > Headquartered in San Francisco, CA, VIZ Media, LLC (VIZ Media), is one of
> the most comprehensive and innovative companies in the field of manga
> publishing, animation and entertainment licensing of Japanese content. Owned
> by three of Japan's largest creators and licensors of manga and animation,
> Shueisha Inc., Shogakukan Inc., and Shogakukan Production Co., Ltd. (ShoPro
> Japan), VIZ Media is a leader in the publishing and distribution of Japanese
> manga for English speaking audiences in North America and a global licensor
> of Japanese manga and animation. The company offers an integrated product
> line including, magazines such as SHONEN JUMP and SHOJO BEAT, graphic
> novels, videos, DVDs, audio soundtracks and develops and markets animated
> entertainment from initial production, television placement and
> distribution, to merchandise licensing and promotions for audiences and
> consumers of all ages.
>


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