hide results

    FAQ by PublicDomain

    Version: 1.0 | Updated: 03/21/08 | Search Guide | Bookmark Guide

    (Famicom Igo Introduction)
    NES 1991
    Version:        1.0
    The guide uses Shift-JIS to display Japanese characters in .txt form. If you
    cannot see them automatically and just see some garbled font, set your browser
    encoding or file viewer manually. It is recommended that you view the file in
    a fixed font such as Courier New as some of the tables with Shift-JIS will
    look odd without it.
    Weiqi in Chinese, Igo or Go in Japanese, and Baduk in Korean , is a strategic,
    zero-sum, deterministic board game of perfect information. It was played in
    ancient China before 200 BC. The game is now popular throughout the world,
    especially in East Asia.
    Some legends trace the origin of the game to Chinese emperor Yao (2337 - 2258
    BC) who designed it for his son, Danzhu, to teach him discipline,
    concentration, and balance. Other theories suggest that the game was derived
    from Chinese warlords and generals who used pieces of stone to map out
    attacking positions, or that Go equipment emerged from divination material. The
    earliest written references of the game come from the Zuo Zhuan, which
    describes a man in 548 BC who likes the game, and Book XVII of the Analects of
    Confucius, compiled sometime after 479 BC.
    In China, Go was perceived as the popular game of the aristocratic class while
    Xiangqi (Chinese chess) was the game of the masses. Go was considered one of
    the cultivated arts of the Chinese scholar gentleman, along with calligraphy,
    painting and playing the guqin, together known as S?? or the Four Arts of the
    Chinese Scholar.
    Go had reached Japan from China by the 7th century, and gained popularity at
    the imperial court in the 8th century. By the beginning of the 13th century, Go
    was played among the general public in Japan.
    In 1603, Tokugawa Ieyasu created Japan's first unified national government.
    Almost immediately, he appointed the then-best player in Japan, Honinbo Sansa,
    head of a newly founded Go academy (the Honinbo school, the first of several
    competing schools founded about the same time). These officially recognized and
    subsidized Go schools greatly developed the level of play, and introduced the
    martial arts style system of ranking players. Players from the four houses
    (Honinbo, Yasui, Inoue, Hayashi) competed in the annual castle games for status
    and the position of Godokoro, or minister of Go. Players like Honinbo
    Shusaku became national celebrities. The government discontinued its support
    for the Go academies in 1868 as a result of the fall of the Tokugawa shogunate.
    Historically, Go has seen unequal gender participation. However, the opening of
    new, open tournaments and the rise of strong female players, most notably Rui
    Naiwei, has in recent years legitimised the strength and competitiveness of
    emerging female players.
    Around 2000, in Japan, the manga (Japanese comic) and anime series Hikaru no Go
    popularized Go among the youth and started a Go boom in Japan.
    Scott A. Boorman's The Protracted Game: A Wei-Chi Interpretation of Maoist
    Revolutionary Strategy, likens the game to historical events, saying that the
    Maoists were better at surrounding territory. Mao Zedong himself was a Go
    D-Pad:    Move the cursor, cycle through menus.
    A-Button: Confirm selections, place stone
    B-Button: Undo move
    START:    Pause/Resume game
    There are three modes to choose from the main menu.
    ルール寺子屋 Terakoya Rules (Training)
    Pick one of the options, the "End" option simply returns to the main menu
    (remember you are reading from right to left so it's the 'last' option like on
    most menus you use in games).
     終了 End
     応用へ Application
     基礎から Basics
    Each of the two training modes have several subcatogories to learn. The
    description is quite detailed and has lots of visual aids. It isn't the best to
    learn without any prior knowledge, but it helps to refresh your memory and
    teach you some more things you may not have known already.
    いざ対局 Play Igo
    There are several options to choose from. Select the ones you which to use and
    start the game with the START button.
    At the top left is a box with all sorts of important information. At the top
    you have the x手目 x-Turns that have been played. The current player's turn is
    shown by 黒番 for Black's turn and 白番 for White's turn. Underneath are the
    あと remaining x秒 seconds for the current move. This can be changed in the
    options. If the time runs out, you lose. There is a neat little animation that
    counts down the time as well, don't get distracted from playing though!
    Finally, the bottom left corner has the score for captured stoness. This is
    important for deciding the winner later.
    Use the directional pad to move the cursor to the desired grid position. Use
    the A button to place your stone on this spot. B button resets the last move.
    SELECT for option for music (おんがく)  to be on (あり) or off (なし). Press
    START to PAUSE the game and unpause again when ready to continue.
    If you reset the game while a game was in progress, you can use the continue
    option (つづきをする) or start a new game (あたらしく). Remember to use START
    to begin.
    検定の館 Test Building
    There are two options immediately after picking the test center. You can choose
    to stop which returns to the main menu, or you can start the rest. The only way
    to interrupt the test once you have started is to reset the machine.
     やってみる Have a go. やめる Stop.
    You get asked 20 questions and have 3 choices to give the correct answer. After
    all of them are answered you get the result screen and that is it already for
    this mode. You have to be pretty good in order to achieve a good result here.
    Note: This is a very basic introduction to the Go rules that should get to
          started playing. For advance rules you should consult an in-depth guide,
          book or perhaps join a school/club.
    There are two players in Go, one controls the white stones and the other the
    black ones. Both place the stones on the grid that has intersecting lines
    called points. The grid is standard 19x19 but can be resized to the players'
    needs or desired. Amateurs usually play on a 13x13 grid. Each player has a go
    one after the other, but one may also pass across to the other player and not
    do any move. Should the other player also pass the game is over.
    Black always starts out. In case of a handicap there might already be a few
    stones placed but otherwise the board is empty.
    To capture an opponent's, one needs to surround the stone completely. The
    capture stone will be removed from the board. For example: 
    | |o| |
    | |*| |
    The white player (o) can now place a stone at the * point to remove the black
    player's stone (x). You can capture more than one stone at any time by
    surrounding them all with yours.
    One may also place a stone into an enemy territory where it would normally be
    removed, as long as the placement removes the other stones to free up the
    points. If the other stones were not to be removed by this move it would
    result in what's called a suicide. This is not allowed.
    By creating a group that cannot be captured, the player has surrounded
    territory. Enclosing these groups is important for winning in Go. For example:
    |o| |o| |o|
    | | | | | |
    There are two points in the territory the enemy cannot place a stone in, nor
    surround it with black stones to capture them. In general, having two eyes
    in a group will prevent it from being removed. For more advanced information
    you should look up 'Eye' and 'Live'.
    In this example, should white place another stone in one eye, it would break
    the inaccessible group, leaving it up to grabs by the other player.
    Should a player remove the opponents' stone, s/he in turn cannot simply repeat
    the move from before and return the board to the layout it had before. For
    | |o| |
    |*| |*|
    | |*| |
    Should white capture the black stone, black cannot simply capture the white
    stone in return, as it would result in the previous layout.
    At the end the game (unless one person forfeits), the stones and empty points
    surrounded by them are counted towards a total score. Each one is worth 1
    point. Should both players have the same score, the result is a tie.
    This guide is available for and to anyone who wishes to use the information on
    their site or in their own guide. Remember this was posted on GameFAQs first if
    you want to copy and credit anything.

    View in: