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Ishi Format Go game | 1994-08-19 | 10.4 KB | 596 lines |
- EVENT
- BOARDSIZE 19
- COM
- 3rd Fujitsu Cup, 1990, Second Round.
-
- White: Lee Changho, 4-dan (Korea, age 14)
-
- Black: Takemiya Masaki, 9-dan (Japan, age 39)
-
- Komi: 5 1/2 points.
-
- Time: 3 hours each.
-
- White wins by 5 1/2 points.
-
- Date: April 9, 1990.
-
- Source: GO World #60, pp. 8-12.
-
- Commentary by Kato Masao in July 1990 "Kido"
-
- Recorded by David Forthoffer using GoScribe 2.0
-
- Edited by Anton Dovydaitis.
-
- The second round was marked by stunning upsets. Lee Changho's
- comfortable win over the defending champion Takemiya shows that he
- is one of the most formidable 14-year-olds in go history. His
- stated ambition of becoming the world's number one by the time he
- is 20 may turn out to be conservative.
-
- The featured commentary in this article is on the Takemiya - Lee game.
- It is the first of a new series in "Kido", in which amateur players
- are invited to present questions about a professional game, to be answered
- by Kato Masao. His analysis mainly focusses on the fuseki and the early
- middle game. The aim is to produce commentary that will be of more practical
- use to amateurs than the standard professional commentary. We have also
- included some pertinent comments by Takemiya, taken from the Yomiuri
- Newspaper account of the game.
-
- Although only 14, Lee had two Korean titles to his credit at the time of
- this game: the Top Position title (Chaigowi), which he won 3-2 from his
- teacher Cho Hun-hyn earlier in the year, and the King of Go title.
- ENDCOM
- B 1 q16
- W 2 d16
- B 3 q4
- W 4 d4
- B 5 q10
- W 6 o17
- B 7 q14
- W 8 l16
- MARK All a@k16
- COM
- Question: Why did White play 8 instead of `a'?
- ENDCOM
- B 9 k4
- MARK l16 a@f17
- COM
- Black 9.
-
- Black could choose to invade at 'a' instead.
- ENDCOM
- W 10 c14
- B 11 f3
- W 12 r3
- MARK f3 c14 a@d6 k4
- COM
- Question: What's wrong with playing White 12 at `a'? The 3-3 invasion feels
- a little premature.
- ENDCOM
- B 13 q3
- MARK #12 a@r4
- COM
- Question: Does Black have to block on this side at 13?
- ENDCOM
- W 14 r4
- B 15 r6
- MARK #13-14 a@r5
- COM
- 15 has become a popular move lately.
-
- Question: What is the idea behind dodging to 15 instead of playing at `a'?
-
- ENDCOM
- W 16 s6
- B 17 r7
- W 18 r5
- MARK #15-16 r7 a@q2
- COM
- White can take sente by playing 18 at `a', but that gives Black more profit.
- ENDCOM
- B 19 q5
- W 20 s7
- MARK r5 r6 q5 s6 r7
- COM
- As you can see, after White crawls up to 20, Black is left with sente.
- ENDCOM
- B 21 e5
- W 22 c6
- MARK a@r8 s7 e5
- COM
- White 22.
- ENDCOM
- B 23 d7
- MARK a@e7 c6
- COM
- Black 23.
- ENDCOM
- W 24 c7
- B 25 d8
- MARK e5 c6 c7 d7
- COM
- Black 21 to 25 are the Takemiya cosmic style in full cry.
- ENDCOM
- W 26 d3
- MARK #25
- COM
- Question: Isn't White 26 a little too solid?
- ENDCOM
- B 27 j11
- MARK #26 a@j10 b@j9
- COM
- Question: Isn't Black 27 a little greedy, considering White can enter at
- `b'? How about holding back at `a'?
-
- Black 27 is not greedy: Black's strategy is to invite White to enter at 'b'.
- ENDCOM
- W 28 r8
- B 29 q8
- W 30 j9
- B 31 r2
- MARK #27-30 a@g10
- COM
- Question: I don't understand the meaning of Black 31?
-
- Kato: Neither do I. There's no special meaning.
-
- Black 31 was the first move Takemiya regretted.
- ENDCOM
- W 32 s2
- B 33 s8
- MARK r2 s2 a@g10
- COM
- Black missed an opportunity with 33.
- ENDCOM
- W 34 r9
- B 35 s9
- W 36 h10
- MARK #33-35 a@r10
- COM
- White 36 is natural. The game is promising for White when he esapes with
- this move.
-
- Question: What is the point of 33 and 35 when White can capture at 'a'.
- ENDCOM
- B 37 j7
- MARK #36 A@f4
- COM
- Black 37 serves the dual purpose of attacking and providing a ladder block
- in case White attaches at A.
- ENDCOM
- W 38 l9
- B 39 j17
- MARK #37-38 a@g12
- COM
- Question: Is it too late to attack the centre White group, with 39 at `a'?
-
- The attack runs out of steam. Opening up a new front while keeping a
- threatening eye on the centre group is the only thing Black can do.
- ENDCOM
- W 40 g17
- B 41 j15
- W 42 k17
- B 43 k18
- W 44 l18
- B 45 l15
- MARK #39-44 a@k16
- COM
- Question: Why doesn't Black atari at `a' instead of 45?
- ENDCOM
- W 46 j18
- MARK #45 a@m15
- COM
- White 46 is proof of what I'm talking about. Black 45 gave White a chance to
- go wrong, and he obliges with 46. This move should really be a hane at `a'.
- ENDCOM
- B 47 k16
- W 48 k19
- PRISONER k18
- B 49 m16
- MARK k19 j18 k16 l15 j15 j17 g17 k17 43@k18
- COM
- Because of White's mistaken cut at 46, Black was able to make the nicely
- timed forcing moves of 47 and 49.
-
- Takemiya commented that with 39 to 49 he made up for his slack move at 33.
- ENDCOM
- W 50 l17
- B 51 l11
- W 52 h11
- B 53 l7
- MARK l17 h11 m16 l11
- COM
- Takemiya said he was satisfied with his game at this point.
- ENDCOM
- W 54 j12
- B 55 o16
- W 56 r17
- B 57 q17
- W 58 q18
- B 59 r16
- MARK l7 j12 o16 q17 r17 q18
- COM
- Takemiya: Black 59 was the first step on the road to defeat.
- ENDCOM
- W 60 r10
- MARK q17 r16 r17 q18
- COM
- Question: Why does White tenuki with 60 after going to the trouble of
- invading the corner? Did he just change his mind?
-
- He didn't change his mind. After the sequence to 59, White gains from
- having played 56 and 58: they are forcing moves.
- ENDCOM
- B 61 r11
- W 62 q2
- B 63 p2
- W 64 r1
- PRISONER r2
- B 65 o3
- W 66 l12
- MARK r10 r11 r1 q2 p2 o3
- COM
- White 66.
- ENDCOM
- B 67 m12
- W 68 l13
- B 69 m11
- W 70 k11
- B 71 m13
- W 72 f4
- MARK l12 k11 m11 m12 m13 l13
- COM
- White 72.
- ENDCOM
- B 73 e4
- W 74 e3
- B 75 g4
- MARK f4 e4 e3 a@g3
- COM
- Question: Can't Black resist with 75 at `a'?
-
- Black has no choice.
-
- You have to Lee credit: White 72 is a sever move.
- ENDCOM
- W 76 f2
- B 77 f5
- PRISONER f4
- W 78 g2
- B 79 c17
- W 80 d17
- B 81 c16
- W 82 c15
- B 83 s10
- MARK #75-82 a@k10 b@q9 c@m9 d@r18
- COM
- Question: Wouldn't Black 83 at 'a' been bigger? Takemiya said that 83 was
- the losing move.
- ENDCOM
- W 84 l10
- B 85 r18
- MARK #83-84 a@m8
- COM
- After White 84, Black can't block White's path.
-
- Takemiya had nothing to say about the moves after 84 - apparently he
- considered the game unwinnable for Black after this.
- ENDCOM
- W 86 d6
- B 87 e6
- W 88 c8
- B 89 d9
- W 90 d18
- B 91 k8
- W 92 k9
- B 93 c9
- W 94 n9
- B 95 n7
- W 96 k2
- MARK #85-95
- COM
- Whte 96.
-
- As soon as Black stops White's invasion on one side, White invades on the
- other.
- ENDCOM
- B 97 j2
- W 98 j3
- B 99 k3
- W 100 h2
- B 101 l2
- W 102 j1
- PRISONER j2
- B 103 j4
- W 104 n11
- B 105 o12
- W 106 p18
- B 107 c12
- W 108 p9
- MARK 97@j2 n11 o12 j1 k2 l2 k3 j4 j3 h2 c12 p18
- COM
- White 108.
-
- Black should not have allowed this move.
- ENDCOM
- B 109 q9
- PRISONER r8 r9 r10
- W 110 m17
- B 111 n16
- W 112 s17
- B 113 s18
- W 114 s19
- B 115 s16
- W 116 r19
- MARK #108-115 \t@r17
- COM
- White sacrifices \t and 12 in order to reduce Black's corner territory in
- sente.
- ENDCOM
- B 117 t17
- PRISONER r17 s17
- W 118 o11
- B 119 m10
- W 120 m9
- B 121 o8
- MARK #116-120 a@n10
- COM
- Black 121 is a mistake.
- ENDCOM
- W 122 m14
- B 123 n10
- W 124 l14
- B 125 m15
- W 126 n14
- B 127 o14
- W 128 o9
- MARK #121-127 \t@n11 \t@o11
- COM
- White 128.
-
- White sacrifices \t to make further inroads in Black's territory.
- ENDCOM
- B 129 o10
- W 130 p10
- B 131 p11
- W 132 p12
- B 133 n12
- PRISONER n11 o11
- W 134 o11
- B 135 n11
- PRISONER o11
- MARK #128-134 a@o13
- COM
- Black 135.
-
- This is another mistake. Black lost 3 points here.
- ENDCOM
- W 136 o13
- B 137 p13
- W 138 q12
- B 139 q11
- W 140 n13
- B 141 o11
- W 142 o15
- MARK #135-141
- COM
- This is a sparkling endgame sequence. It may look like magic, but Black
- could have done better at move 135.
- ENDCOM
- B 143 p14
- W 144 n1
- MARK #142-143 a@b9
- COM
- White 144 is a mistake.
- ENDCOM
- B 145 b13
- W 146 b14
- B 147 p17
- W 148 o18
- B 149 e12
- W 150 k14
- B 151 k15
- W 152 m2
- MARK #144-151 a@b9
- COM
- White 152.
-
- White apparently feels this is bigger than the hane at 'a'.
- ENDCOM
- B 153 m3
- W 154 l1
- B 155 l3
- W 156 p8
- B 157 p7
- W 158 f10
- B 159 h8
- W 160 b8
- B 161 g16
- MARK m2 m3 l3 l1 f10 h8 p8 p7 b8
- COM
- Black 161.
- ENDCOM
- W 162 f16
- B 163 f15
- W 164 e15
- B 165 f17
- W 166 e16
- B 167 j13
- W 168 j14
- B 169 h12
- W 170 j10
- PRISONER j11
- B 171 h14
- MARK #161-170
- COM
- Black is trying for a few points of territory here, but he has too many
- weaknesses to be successful.
-
- He is doomed.
- ENDCOM
- W 172 g12
- B 173 h17
- W 174 g18
- B 175 h13
- W 176 g15
- B 177 n15
- MARK #171-176
- COM
- Black 177.
-
- If Black were to let White play here, Black could either respond for a
- 3-point loss, or tenuki for a 7-point loss.
- ENDCOM
- W 178 k12
- B 179 h15
- W 180 h16
- PRISONER g16
- B 181 b9
- W 182 d11
- B 183 e11
- W 184 c13
- B 185 d12
- W 186 b12
- MARK #177-185
- COM
- White 186.
-
- The last of the larger endgame plays.
- ENDCOM
- B 187 b11
- W 188 a13
- PRISONER b13
- B 189 n2
- W 190 e10
- MARK #186-189 89@b13
- COM
- The proverb says, "First play forcing moves, then defend."
-
- This forcing move gains a point.
- ENDCOM
- B 191 d10
- W 192 m1
- B 193 o1
- W 194 k1
- B 195 h3
- W 196 j2
- B 197 g9
- W 198 f14
- PRISONER f15
- MARK #190-197
- COM
- Fortunately, White can simply take profit since his center group has two
- eyes.
- ENDCOM
- B 199 g3
- W 200 m7
- B 201 m6
- W 202 n8
- B 203 o7
- W 204 f9
- MARK a@m8 #198-203
- COM
- White 204.
-
- White allows Black at `a', since it would be only a 1-point gote play.
- ENDCOM
- B 205 f8
- W 206 d13
- B 207 e13
- W 208 e14
- B 209 d5
- W 210 c5
- B 211 a8
- W 212 a7
- B 213 a9
- W 214 g10
- MARK #204-213 a@e9
- COM
- White 214.
-
- Preparing to play `a' in sente.
- ENDCOM
- B 215 h18
- W 216 h19
- B 217 j16
- W 218 e9
- B 219 e8
- W 220 h9
- B 221 g8
- W 222 n17
- B 223 t7
- W 224 s5
- B 225 a11
- W 226 t6
- MARK #214-225
- COM
- White 226.
-
- Atari.
- ENDCOM
- B 227 t8
- W 228 a12
- B 229 g16
- PRISONER h16
- MARK t6 t8 a12
- COM
- Black 229.
-
- Takes ko.
- ENDCOM
- W 230 q1
- B 231 g14
- W 232 h16
- PRISONER g16
- MARK 29@g16 q1 g14
- COM
- White 232.
-
- White cannot win this ko, but it doesn't hurt to try.
- ENDCOM
- B 233 a6
- W 234 b7
- B 235 g16
- PRISONER h16
- MARK #232-234 32@h16
- COM
- Black 235.
-
- Takes ko.
- ENDCOM
- W 236 p1
- B 237 o2
- W 238 f15
- MARK #235-237
- COM
- White concedes the ko, since Black has too many ko threats.
- ENDCOM
- B 239 f13
- W 240 g13
- B 241 f11
- W 242 g11
- B 243 h16
- W 244 j8
- B 245 l8
- W 246 f12
- B 247 c11
- PRISONER d11
- W 248 m8
- MARK #238-247
- COM
- Game ends after White 248.
-
- White wins by 5 1/2 points.
-
- This was a convincing win for Lee. Despite his youth, he's relaxed and plays
- a solid game.
- This game was the last to finish in the 2nd round, so there were a lot of
- professionals gathered around watching the game wind up, including Lee's
- teacher, Cho Hun-hyun. Cho looked happy. "What do you think?" he said to
- Takemiya. "He's stronger than I am. He's taken proper revenge for me.
- Perhaps I should start taking lessons from him."
-
- ENDCOM
-