TV Special
Description
Atsushi Kurata is a professional Go player who holds the rank of 7 dan within the Nihon Ki-in, the Japanese Go association. He is first introduced later in the story, though his name appears in conversation early on as a benchmark for young, exceptional talent. Kurata is a young man with a chubby build and shaggy, dark brown hair that often falls across his forehead. His typical attire is a suit and tie, giving him a professional appearance that contrasts with his often playful demeanor.
Kurata possesses a notably positive, optimistic, and humorous personality. He has a well-known fondness for giving his autograph, often writing encouraging phrases like eventually on them, which reflects his confident and good-natured character. He has a healthy appetite and can appear somewhat egotistical, yet this is balanced by a genuine friendliness and a pure side that appreciates compliments. Beneath his jovial exterior, he possesses the sharp senses and temperament of a top-tier professional player. He is also popular among fans for his willingness to engage in public lectures and teaching games.
Kurata's background is unusual in the world of professional Go. He began playing the game in middle school, having previously been deeply interested in horse racing analysis. After discovering Go, he abandoned his horse racing hobby and achieved the remarkable feat of becoming a professional player in only two years. Following his debut, he quickly distinguished himself by winning the Young Lion tournament, cementing his status as a rising star. His primary motivation is to win a major title, such as the Meijin, and he is considered one of the best players of his generation, alongside rivals like Seiji Ogata.
In the narrative, Kurata serves as a senior figure and mentor to the younger protagonist, Hikaru Shindou. He is one of the first top professionals to recognize Hikaru's innate talent rather than the mysterious skills of the ghostly player Fujiwara-no-Sai. Their relationship begins when Kurata, after witnessing Hikaru expose a fraud at an amateur Go event, plays a practice game with him. During this match, Kurata is pushed to his limits by Hikaru, which sparks his lasting interest in the boy's potential. From that point on, Kurata offers Hikaru advice and encouragement as a supportive senior colleague. He also has a professional rivalry with Akira Toya, having defeated him in a Meijin league qualifier, and he respects the older generation, including master Koyo Toya.
Kurata is shown to have developed rapidly throughout his career, starting from 4 dan when Hikaru was in elementary school and reaching 7 dan by the story's conclusion. His notable abilities on the Go board are formidable. He is an extremely active player, often holding records for the most wins and most games played. His analytical skills are sharp, a trait possibly inherited from his days of studying horse racing statistics. One of his most memorable demonstrations of skill is teaching Hikaru one-color Go, a challenging variant where players use stones of the same color, relying entirely on memory and reading ability. During the Hokuto Cup arc, he serves as the supervisor for the Japanese national team, demonstrating the trust and respect he commands within the Go community.
Kurata possesses a notably positive, optimistic, and humorous personality. He has a well-known fondness for giving his autograph, often writing encouraging phrases like eventually on them, which reflects his confident and good-natured character. He has a healthy appetite and can appear somewhat egotistical, yet this is balanced by a genuine friendliness and a pure side that appreciates compliments. Beneath his jovial exterior, he possesses the sharp senses and temperament of a top-tier professional player. He is also popular among fans for his willingness to engage in public lectures and teaching games.
Kurata's background is unusual in the world of professional Go. He began playing the game in middle school, having previously been deeply interested in horse racing analysis. After discovering Go, he abandoned his horse racing hobby and achieved the remarkable feat of becoming a professional player in only two years. Following his debut, he quickly distinguished himself by winning the Young Lion tournament, cementing his status as a rising star. His primary motivation is to win a major title, such as the Meijin, and he is considered one of the best players of his generation, alongside rivals like Seiji Ogata.
In the narrative, Kurata serves as a senior figure and mentor to the younger protagonist, Hikaru Shindou. He is one of the first top professionals to recognize Hikaru's innate talent rather than the mysterious skills of the ghostly player Fujiwara-no-Sai. Their relationship begins when Kurata, after witnessing Hikaru expose a fraud at an amateur Go event, plays a practice game with him. During this match, Kurata is pushed to his limits by Hikaru, which sparks his lasting interest in the boy's potential. From that point on, Kurata offers Hikaru advice and encouragement as a supportive senior colleague. He also has a professional rivalry with Akira Toya, having defeated him in a Meijin league qualifier, and he respects the older generation, including master Koyo Toya.
Kurata is shown to have developed rapidly throughout his career, starting from 4 dan when Hikaru was in elementary school and reaching 7 dan by the story's conclusion. His notable abilities on the Go board are formidable. He is an extremely active player, often holding records for the most wins and most games played. His analytical skills are sharp, a trait possibly inherited from his days of studying horse racing statistics. One of his most memorable demonstrations of skill is teaching Hikaru one-color Go, a challenging variant where players use stones of the same color, relying entirely on memory and reading ability. During the Hokuto Cup arc, he serves as the supervisor for the Japanese national team, demonstrating the trust and respect he commands within the Go community.