Neoseeker : Tsume Go Series 1 FAQs : Tsume Go Series 1 FAQ/Walkthrough

Tsume Go Series 1 FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: Tsume Go Series 1: Fujisawa Hideyuki Meiyo Kisei
  • Console: GameBoy
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 11:22 PM 10/1/2013
  • File Size: 12.1 KB



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Introduction

Welcome to my latest FAQ for the GameBoy. Like my previous one from Asmik-Kun World II, this comes after a long neglect of the GameBoy console when it comes to FAQing - moreso because of poor games and a NES backlog than the ye olde 3DS backlog. This one is made for Tsume Go Series 1, a GB game that emulates the Japanese board game Go ... one I've been meaning to learn about for a while now, really. Well, no time like the present.

It's been almost twenty years since this game's initial launch back in 1994. And since then, not a single FAQ has been written for it. Well, there's always a first time for everything, no? Ever since the start of the GB FAQ Completion Project on GameFAQs several years ago - a project designed to get a guide out for every single GB game out there - many people have now been helped because older, rarer, less popular games have gotten guides.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Basics of the Game

Basic Rules of Go

^sr1| Go is a Japanese board game that takes place on a single board between two players. The players are designated by the color of their chips (or, more appropriately, stones): black and white. There is always an adequate supply for both players: in standard Go, it's usually 180, but most games (this included) generally assume it's infinite. The board itself is divided into a grid by 19 vertical and 19 horizontal lines. Since you only play on the intersections of these lines, it may be important to note that this makes 361 intersections, which means that a filled board under standard Go rules will only have one space remaining. (Of course, the odds of there are about the same as catching lightning in a bottle.) These intersections will be at the crossing point between two lines, and two intersections are adjacent when they are directly next to each other: the diagram to the right will help clarify that if needed.

The distinction between connection and liberty is below,

^l2|

These intersections can only be in one of three states: empty, or occupied by a black or white stone. The state of an intersection is its position. They can also be said to be connected (if two intersections are connected by intersections of the same position) and in liberty (there is an empty intersection adjacent to that stone or one connected to it).

The board begins completely empty, with the person with black stones beginning and turns alternating thereafter. (Passing is allowed, though.) Stones will be placed on empty intersections and placed stones will remain where placed. Next, if any of the opponent's stones have no liberties, they are removed; next, the same is true for you. (Some rulesets forbid these "suicide" techniques in which you remove your own stones: take heed of this.) Additionally, if the position created by the play is the same as one earlier in the game, the position is forbidden.

The game will end upon two conditions: resignation or two consecutive passes. In the latter, a score is calculated. This score is based on the following:


  • Dead Stones: A stone is deemed dead if the players agree it would need to be captured for play to continue.
  • Territory: Upon gameplay ending, it is decided which intersections are in a player's territory. An intersection is in a player's territory if all stones around it or around a connected intersection are the same color.
  • Area: Intersections claimed in a territory are now in a player's area, as well as those of the same player's color.
  • Score: Scoring is finally calculated based on the previous statement. Higher score means a win.


Go Strategy

  • Liberties: A stone can have up to four liberties at any given time: no more. This is because each intersection on the grid has four adjacent intersections, and placing stones of the opposite color on all those libeties makes that player lose the stone. Therefore, play at the edges of the field is risky. At the non-corner edges, you can only have up to three liberties: in the corners, only two. It's prudent to try to keep your playing in the center.

  • Spread Out: Nonetheless, keeping yourself compact in the center of the field is a sure-fire way to quickly get surrounded and lose dozens of pieces in a single play. If you keep your plays relatively widespread, you end up reducing the number of potential liberties for the opponent on future plays. For example, if you play on one space, then two to the right, then two to the right, you end up reducing the number of liberties on the opponent to two for when he plays on the in-between spaces. If you shift this play over one space left or right when you begin working on the next row, you reduce the possible liberties to just one!

  • Chains: A chain is simply a connected set of stones. Taking them out in lieu of simply one at a time has its advantages (taking out multiple stones), but note that since you have to play next to those stones, you already reduce your liberties. Take care!


Playing the Game

There is not much to say about starting gameplay. At the title screen, you basically have two modes. Both modes lead to the same functions. In the left mode, you will be given 20 Go puzzles at random (continue hitting the leftmost option), whereas the right one allows you to choose any of the 100 puzzles. While playing a puzzle, you can use the D-Pad to move the cursor, A to place a stone, and B to opt to quit. That's pretty much it: the rest is covered in the Walkthrough.





Walkthrough

Some Notes

This walkthrough will be primarily based on images. These images will contain ten solutions to ten levels. These levels are the ones found in the rightmost option from the main menu where you will find a 20x5 grid denoting off each level. (If you play the leftmost mode, you're more or less on your own.) The following images should be able to tell you what Go stones to place where to satisfy the conditions of the puzzle. Just, when using them, take note which stones have which numbers: you are to place the odd-numbered (1, 3, 5, 7, 9) stones in that order until the puzzle is complete. (Sometimes, the puzzle will be complete beforehand: these were just screenshots ripped from the game, so it's pretty obvious why. Whatever the case, what works works.)

Should the images given not function properly, see the FAQs page for somewhat more elaborate image FAQs of the puzzles.



Levels 1-10

^l3|The level solutions, ordered from left to right, then up/down.


Levels 11-20

^l4|The level solutions, ordered from left to right, then up/down.


Levels 21-30

^l5|The level solutions, ordered from left to right, then up/down.


Levels 31-40

^l6|The level solutions, ordered from left to right, then up/down.


Levels 41-50

^l7|The level solutions, ordered from left to right, then up/down.


Levels 51-60

^l8|The level solutions, ordered from left to right, then up/down.


Levels 61-70

^l9|The level solutions, ordered from left to right, then up/down.


Levels 71-80

^l10|The level solutions, ordered from left to right, then up/down.


Levels 81-90

^l11|The level solutions, ordered from left to right, then up/down.


Levels 91-100

^l12|The level solutions, ordered from left to right, then up/down.







Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Wikipedia
    • A Go ruleset and other basic details.

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • Final:
    • Done.
    • Time: 11:22 PM 10/1/2013.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

ゥ 2013 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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This is the end of KeyBlade999's Tsume Go Series 1: Fujisawa Hideyuki Meiyo Kisei (GB) FAQ/Walkthrough.

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