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INTRODUCTION
HI!
TO GO
Welcome to Yutopian Enterprise’s Go Winds, Lesson 10
designed to add spark to the winds of your Go Throw-in and Wrapping Tactics
studies. If you have any suggestions for
improvement please let us know. We are As the names imply, throw-in tactics involve
providing a series of translated articles from the sacrificing stone(s) to force the opponent’s
Chinese and Japanese Go scene and a series of stones into an over-concentrated shape before
articles on the application of the principles of capturing, and wrapping tactics capture the
war to Go. Enjoy! opponent’s stones by tightly wrapping around
the opponent’s stones by reducing outside
CONTENTS liberties. Recently, these two terms have been
combined together to become one term. Being
Nie Weiping’s Introduction To Go Lesson 10 1 able to apply both of these tactics together can
Ma Xiaochun’s Go Lecture 3 . . . . . . . . . . . . . 5 do wonders to one’s game.
Cho Hunhyun’s Right Way To Go Part 10 . . . 8
Lee Changho’s Novel Plays and Shapes Part 10
10
Kobayashi Koichi’s Fuseki Charisma Part 2 . 12
5
Go Stories Part 2 . . . . . . . . . . . . . . . . . . . . . . 16 3
Sangit’s Column Part 2 . . . . . . . . . . . . . . . . . 17 1 2 2 1
Go - Application of The Principles of War 10 18
GO WINDS
Volume 3, Number 2 Diagram 1 (4@1) Diagram 2
Summer 1999
Diagram 1 - Black’s throw-in at 1 sacrifices
Published by Yutopian Enterprises one stone before capturing the opponent’s
2255 29th Street, Suite #3 stones with a wrapping tactic. White is forced
Santa Monica, Ca 90405 to capture at 2. Black ataris at 3 and 5, and
Tel: 800-YUTOGO-3; FAX 310-578- white cannot connect. This is an example of a
7381 throw-in/wrapping tactic.
e-mail: sales@yutopian.com Diagram 2 - Instead of the throw-in/wrapping
web-site: www.yutopian.com tactic, if black simply ataris at 1, white is happy
to connect at 2. Regardless of the future
Published Quarterly development, the • stones are short one liberty
Price: $3/Issue Subscription: $10/Year and die.
(Yutopian customers with a $50 order or
more per year receive the magazine free.)
Translations by
Sidney W. K. Yuan
Editing, Layout, and Diagrams by
Craig R. Hutchinson
2
Diagram Creation Software - Go Write
Proof Assistance - Anthony Blagrove 1
Diagram 5 - Black’s clamp at 1 is better than Diagram 11 - White’s hane at 1 forcing black
black’s hane at 1 in Diagram 4, however it is to capture at 2 is the key. After white ataris at
still not the correct solution. The two-step ko 3 and black connects at 4, white ataris again at
that results with the sequence through 10 does 5 forcing black to extend at 6. Due to •, the
not favor black. black stones cannot be captured by a ladder. 2 1 6
Diagram 6 - Correct Solution. The diagonal Therefore, the key for white is to fence black in 5 4 3
at 1 is the key! It paves the road for wrapping with 7. Diagram 17 Diagram 18
tactics. White is forced to capture at 2. Black Diagram 12 - Continuing from the previous
wraps around white with 3 and 5. After black 7, diagram, black can only atari at 1. White 2 and Diagram 17 - Although wrapping tactics can
white still needs to reinforce at A. Otherwise, 4 sacrifice one stone with wrapping tactics. be used to capture the opponent’s stones, it can
black pincers at B, and the entire white group is Black’s connection at 5 is certain. Due to the also be used to make life in situations as shown
under attack. presence of •, the ladder still does not favor here.
white. Therefore, white fences again at 8, and Diagram 18 - Black descends to 1 trying to
black is captured. maximize eye space. White reinforces at 2 and
9 black descends to 3. White strikes at 4 and
black descends again to 5. After white extends
to 6, black has only one eye. If black forms an
eye with 5 at 6 first, white retreats to 5 and
6 black is still dead.
1 2 1 5
5 4 2 3
7 3 4 6 1
•)
Diagram 7 (8@• Diagram 8 4 2 3
5
Diagram 7 - If white 4 in the previous Diagram 13 Diagram 14
diagram extends instead (of capturing), black 6 6
will certainly atari at 5. After 8 white loses Diagram 13 A lot of throw-in and wrapping 2 2
sente in the corner, and black pincers at 9. tactics occur along the edges and in the corners. 1 4 5 1 4 5
Black has sente here in comparison with Can black save the two • stones cut off by the 3 7 9 10 12 3 9 11 13
Diagram 22 7 9
10 3 8 11
2 1 4
5
4 1
3 2 2 3
1 4 5
6 7
10 8 9
Diagram 25 Diagram 26
Figure 1 (1-34)
KISEIDO REPRINTS
Correct Solution 2 Failure Diagram Figure 1 - Black 1 to 5 is a popular fuseki in
(4@1) (4@1, 12@3) BY POPULAR DEMAND recent years. White 6 is a favorite probe by Nie.
Positional Judgment - $15, s/h$1 White 10 stresses real territory, and was
Correct Solution - 2 The throw-in at 1 The 1971 Honinbo Tournament - $15, obviously planned when playing 8.
forces white to capture at 2. Black keeps the s/h$1 Black approaches the corner at 15, before
Problem 1 Problem 2 heat on by wrapping at 3 and 5. The clamp at Direction of Play - $15, s/h$1 settling his shape with 17 through 21. This
black 7 is a brilliant sacrifice. White ataries at variation is based on Ma’s recent research.
Problem 1 - Black to play. How can black 8. In the sequence through 11, both sides make Kiseido Publishing Co. Diagram 1 - Black
capture white’s four ) stones? the appropriate response in the corner. White 2255 29th Street Suite #4 15 usually connects at
Problem 2 - Black to play. How can black gets territory and black gets outside influence. Santa Monica, CA 90405 1 followed by 2. If
utilize his three • stones and get the biggest Failure Diagram Instead, if white ataris at 8 Tel: 800-988-6463; FAX: 310-578-7381 black descends to A, a
profit? on the outside, black connects at 9 and kills e-mail: Kiseido@aol.com white peep at B or a
white’s two ) stones after 13. On the outside, http:www.labnet.or.jp/~kiseido jump to C results in an
Problem 3 - White white ends up with an overdeveloped shape and overdeveloped shape
C
to play. Can white is clearly in an inferior position. for black. Clearly, this
rescue his five ) does not match Ma’s
stones? B style.
7 5 1
Go World A
1 White considered long
before approaching at
2 3 2 Special - $28 for 5 issues instead of 4
1 4 9 Current issue #86 (Fall 1999) 2 22. Locally white A is
6 10 11 Kiseido, 2255 29th St, Suite #4 good shape, however, if
12 14 15
Santa Monica, CA 90405 black sneaks in at B,
Problem 3 13 16 17 white has no follow-up
Diagram 1 tactics.
Correct Solution 3 Failure Diagram 1
(8@1)
Vol 3, Num 2 Go Winds Summer 1999 9 10 Go Winds Summer 1999 Vol 3, Num 2
Diagram 2 - Black is Thin Black jumps to
A 4 6 CHO HUNHYUN'S 1 trying to separate white. However, due to
3 5 73 56 1 black’s own weakness, this is not an effective
1 65 74 RIGHT WAY TO GO maneuver. White diagonals at 2, and black
70 72 33 Part 10 extends to 3. White’s jump to 4 is a very
C 2
58 75 76 5 Instead of trying to win every game, I think one flexible tactic. Black has the burden of taking
7 B
43 45 49 48 50 77 52 4 32 26 34 should try his best to make good plays and thus care of both groups.
42 44 46 41 57 40 38 36 25 3 28 create game records that one can be proud of.
71 47 51 59 39 37 35 61 7 27 24 In our lives, we are constantly faced with the
62 64 63 69 31 30
68 67 60 2
opportunity of going the right way. Likewise, in
53 55 29 6 20 22 the game of Go, the opportunity of making the
Diagram 12 right play appears at every turn. Life is
66 54 18 13 17
beautiful and so is Go. 6 4 5
We should clarify a few points here. First of 19 9 8 11
2 1 A 5
all, white 8 connecting at 1 in Diagram 12 is 10 14 Cho Hunhyun 3 A 4
the correct answer. After black hanes at 2, 21 12 23 3 1
15 2
white sacrifices 3 and 5 before developing his
moyo by jumping to 7. White reserves the right
6
to descend to A with sente. As a follow-up,
white can reduce black’s moyo at B or expand Figure 4 (1-77 (i.e., 105-181)) (16@8) 2
3 Diagram 3 Diagram 4
his framework at C. This way, it would still
have been a close game. Diagram 3 - Black Has Weakness Black
The block at white 26 in response to the thrust 1
attaches at 1 trying to strengthen his own group
at 25 is another mistake. and attack ). However, one should note that
KISEIDO A
attaching strengthens oneself as well as one’s
opponent. Although black is strengthened with
the sequence through 6, • has little or no value.
10
12 9 PUBLISHING CO. Moreover, there is a cut at A.
13 6 1 11
8 4 2
Diagram 4 - Similar Result The purpose of
7 5 3
Go A Complete Game Introduction $10 s/h $1.50 black’s attachment at 1 is to strengthen the
Get Strong at Opening $15 s/h $1.50 black group on the right and to attack the two
Get Strong at Joseki Vol 1 $15 s/h $1.50 white stones on top. However, white’s territory
Get Strong at Joseki Vol 2 $15 s/h $1.50 enclosure on the right is not acceptable to black.
Diagram 13 Get Strong at Joseki Vol 3 $15 s/h $1.50 Due to the presence of a cut at A, black cannot
Get Strong at Invading $13 s/h $1.50 A Diagonal Play attack the two white stones effectively and is
Diagram 13 - This is what white wishes to Get Strong at Tesuji $15 s/h $1.50 not satisfied.
see. White connects with sente after black 12, Get Strong at the Endgame $15 s/h $1.50 Black to Play - White 1 trying to prevent
before hitting at 13. White is better off. Get Strong at Life and Death $15s/h black from extending on the right hand side is 2
To white’s surprise, black brilliantly cuts at $1.50 greedy. Black of course attacks white at 2. 3
29, forcing white to extend at 30. If white Get Strong at Handicap Go $15 s/h $1.50 Black 2 can also attack white 1 with a pincer at A B
Tournament Go 1992 $25 s/h $2 A. White runs toward the center by jumping to 2
connects at 34, black attaches at A, capturing 1 C
three stones. Invincible: The Games of Shusaku $35 s/h $2 3. The question is, what should black do in this 1
After black blocks at 31, black traps five white Go World Subscription $28/yr situation? What is the most effect tactic to 4
stones with 33 and 35, and white suffers dearly. 1999 Go Calendars $5 s/h $3 adopt? 3
If white 26 hanes at 1
in Diagram 14 to Kiseido Publishing Company, USA Diagram 5 Diagram 6
connect, white can 2255 29th Street Suite #4 4 5
1 minimize his loss and Santa Monica, CA 90405 3
2 3 Tel: 800-988-6463; FAX: 310-578-7381
he might still have a 3 2
Diagram 5 - Black is Passive Although
chance in the game. e-mail: Kiseido@aol.com black can secure territory by descending to 1,
4 5 7 Figure 4 - After http:www.labnet.or.jp/~kiseido 6 1 4 1 it’s too passive. Black should not have attacked
6 black 1, black is clearly 2 with • in the first place if his intention was to
ahead. White defend the corner. With sente, white jumps to
stubbornly resists at 2, 2 and 4. Black’s shape is cramped, while white’s
however black did not Diagram 1 Diagram 2 shape is vivid.
Diagram 14
make any mistakes in Diagram 6 - Correct Solution A diagonal
responding and main-tains the lead throughout Diagram 1 - Bad Moves Attachments like at 1 is the correct maneuver. When white jumps
the game. black 1 and 3 are usually bad. Although black to 2, black presses at 3 to contain ). If white
Black won by resignation in 181 moves. With secures his corner territory with 1 and 3, white tries to rescue ), black A, white B and black C
this victory, Ma became the only other player gets thick with 2 and 4, before sealing black off spell trouble for white.
beside Nie to capture the champion of the Ten in the corner with 6. This does not favor black.
Strongest Players Tournament. In attacking white, • has been isolated and
might come under attack.
Vol 3, Num 2 Go Winds Summer 1999 11 12 Go Winds Summer 1999 Vol 3, Num 2
Diagram 1 - Actual Game. The sequence
LEE CHANGHO'S through 7 is a very common fuseki. When
CLEARANCE SALE white approaches the lower right corner at 8,
NOVEL black’s diagonal at 9 adopts a real territory
ON GO GAP PLAYS and SHAPES strategy. Although white’s extension at 10
looks uninspired, it stresses speed. Black 11 is
GO GAMES Part 10 the novel invasion.
AGAINST PROS
(GO GAP)
Everyone would like to get strong in a
2
hurry. If you are among these people, 4
here’s the solution: Games Against Pros 1
(GAP) lets you play a professional game as 3
if you were in the game. Choose to take
black or white against your favorite 1 A
5 1 3
professional or play as if you were him.
The program grades your performance and 6 2 4
ranks you from beginner (>30 kyu) to
professional (>7 dan) level. You will be
graded separately in opening, middle, and
end game. The program also recommends Diagram 2 Diagram 3
areas that you need to improve. Challenge A Novel Invasion
your friend to a match! Yes, this program Diagram 2 - Conventional Approach.
that Claims Victory for the Challenger White’s extension to 3 in reply to black’s
can be played by two people (black and
white), and graded separately! A typical reinforcement at 2 is the conventional ap-
This game is from the 16th Gukgi Tournament. proach. Black forces at 4. When white jumps
game takes about 15 minutes on a Pentium Yu Chang-hyok (Yoo Chang-hyeok) took white
PC. to 5, black reinforces the bottom with 6. Both
against Lee Chang-ho (Yi Chang-ho) and were sides can be satisfied.
Warning! This game is addicting! playing to determine the challenger for the
There are 18 titles with 100 games per title Diagram 3 - Another Common Approach.
Gukgi title. Generally speaking, black’s invasion When white jumps to 1, a forcing attack at 2 is
for Sale Price of $6.95 each (<7 cents at 1, which allows white to connect by attaching
per game). Runs on Windows 3.1 and common sense. Following the exchange of
at A, will be criticized by professional players. white 3 for black 4, an extension by white on
Windows 95. After the game, Lee admitted that he never the top is a common position seen in actual
planned on the play but rather made it games.
Famous Collection Takemiya Masaki impulsively during the game. The interesting
Lee Chang-ho thing was, Yu seemed to be baffled by this 7
Cho Hun-hyun invasion and did not know what to do. He then
Yoo Chan-hyeok made one bad play after another and eventually A
Go Seigen lost the game. Let us analyze this novel 6
Cho Chikun 3 1 4 1 2
invasion which is seemingly against go theory. 5 3 4
Ma Xiaochun
2 5
Nie Weiping
Liu Xiaoguang
Rin Kaiho 4 1
Kobayashi Koichi
Diagram 4 Diagram 5
Diagram 4 - Unreasonable For White.
10 White’s jump to 2 is an unreasonable reply to
black’s invasion at 1. After black jumps to 3,
11 white tries to connect underneath. Black 5 aims
at white’s weak links and white fails.
6 8 Diagram 5 - An Excellent Forcing Play.
After the exchange of black 1 for white 2, black
2 7 9
5 3
extends to 3. When black extends to 5, white
hits at 6 to settle his shape. Black’s forcing
attack at 7 is deadly. White has no followed up.
Allowing black to occupy A will take away
Diagram 1 white’s base. Even if white is able to reinforce
Vol 3, Num 2 Go Winds Summer 1999 13 14 Go Winds Summer 1999 Vol 3, Num 2
at A, it’s not a desirable position for white. Black is favored and won by resignation in 229
1 plays.
4 1
2 3 2
Diagram 6 Diagram 7
Diagram 6 - White Is Worse. Since white is
not willing to create the result of Diagram 5,
he jumps to 1 instead. However, black blocks
white with 2 and 4 and expands his moyo on the
bottom. This result is even better for black than
Diagram 5.
Diagram 7 - Excellent Timing. White’s
extension at 1 allows black to peep at 2 and is
very bad for white. Regardless of which side
white blocks on, black can utilize sacrifice
tactics.
6
22
9
1 20 18 7 8
1 2
3 4
21 5
2 12 19 16 17
14 13
15 11 10
Diagram 8 Diagram 9
8
6
25 1 2 4 1 Diagram 3
9 3 4
5 The variation of white B and black C becomes
the center of discussion here.
11 13 17
15 10 12 14 19 16
21 22 24 20 18
23 8 6
2 5 7
Diagram 10 1 9
6 3
8
2 7 4
5 3 A
NEW
KISEIDO SOFTWARE
Diagram 1 Diagram 4
Go Professional II Diagram 1 - The sequence from 1 to 7 is Diagram 4 - White is Satisfied After white
Win. 95 CD-Rom (Go4++) known as Kobayashi’s basic fuseki shape. In the 1 and 3, black 4 is common knowledge. (Black
$50 $3.5 s/h last issue, we discussed the one-space high 4 at A is also a joseki, but its correlation with
approach. Here we analyze the small knight’s the left side is not as good.) White 5 to 9 settles
approach. his group. Black is not satisfied with the result
1999 Fost Tournament Champion. Most How can one challenge white’s approach at 8? similar to Diagram 2.
powerful yet simple-to-use Go playing From black’s point of view, this small knight’s
program. Internet play option. Play against approach is very welcome, because one can
human or computer. Hint option. Take effectively counter attack with a pincer. 4
back/forwards to any point in the game. A 2 A
range of board sizes available. Various 1 1
different skill and handicap levels. Load, 3
save and print games. Requires: PC running
Windows 95 or 98 with a Pentium 100 5
processor or higher. 30 megabytes free hard
disk space, 16 megabytes of free RAM, CD- 2
ROM Drive, SVGA Graphics, Microsoft 3 4 6
5
Mouse or compatible pointing device, Diagram 5
Soundblaster or compatible sound card.
Diagram 2 Diagram 5 - Protects the Cut After white
1 and 3, black 4 protects the cut at A (4 at A
Diagram 2 - Three-Space Pincer Black works also). Black must find a good maneuver
must pincer in this situation, however, how one against white 5.
pincer attacks is the key. For example, if black
three-space pincers, white 2 to 6 settles his
group. This way, does not fully utilize the
Go Winds Advertising Space special characteristics of the Kobayashi style
Full Page - $100 because the two • stones merely surround
Half Page - $50 territory and nothing else.
Quarter Page - $25 Diagram 3 - One-Space Pincer A one- 6
space pincer can fully utilize the effectiveness of B 3
the Kobayashi style. A high-one-space pincer at 2 1 4
A is not bad either. 5 A
Diagram 6
Vol 3, Num 2 Go Winds Summer 1999 17 18 Go Winds Summer 1999 Vol 3, Num 2
Diagram 6 - Black Fails Black 1 is a connects at 2, black cuts at 3. When white Therefore black continues the attack with a
common attachment found in text books. ataris at 4, black pokes at 5. hane at 8. Black is satisfied with the sequence
However, one should not hastily adopt this to white 19, giving black a large territory on the 4
maneuver. After the exchange of white 2 for bottom. A 1
black 3, white ataris at 4 and retreats to 6. If
black turns at A, white ataris at B (the ladder 7 2
favors white). Therefore black 1 fails. 6 C 3 B
4
1 2 3
B 5
Diagram 13
A
Diagram 13 - Low Pincer A low pincer at
Diagram 10 black 1, in reply to white’s small knight’s
1 5 2 3 approach conforms to Kobayashi’s style. As far
A 7 6 4
Diagram 10 - Successful In reply to black as white’s reply is concerned, we have discussed
1, white must connect at 2 and then black’s cut the variations of white A or B. Now, let’s
at 3 and capture at 5, shows the effect of black analyze the one-space jump to 2, which is a very
Diagram 7 1. Black then jumps to 7, aiming to attack the important lesson for the low pincer attack.
white group. In the future, black can hane at A, In reply to black 3, white 4 is the only reply.
Diagram 7 - Diagonal Hit The attachment and cut at B. Although, from a local point of view, white 4
at A in reply to white 1 does not work. can also pincer at C. However, due to the
Therefore, black tries to settle his group in the A presence of •, the selection of this joseki is
corner by hitting diagonally at 2. White settles D quite unreasonable.
his shape with 3 to 7. It looks as if black is bad, C B 2
but not really… 3 1
4
7 5
8 6
5
4
A 2 9 A
8 1
1 Diagram 11 4 7
3 3
Diagram 11 - Attach and Extend This 6 5
10
shows the variation of the attachment at 1
2
followed by the extension at 3. The sequence 1
Diagram 8 through 8 shows the first stage of this joseki.
Since the white group is not settled, black has
Diagram 8 - Even Exchange Continuing the initiative. Black gladly strengthens his
from the previous diagram, black ataris at 1 and territory on the bottom with 6 and 8. The Diagram 14 Diagram 15
captures at 3. Whether white’s crawl at 4 is second stage is followed by white A, black B,
better than a connection at A is not clear. white C and black D. Black welcomes this battle Diagram 14 - Continued from the previous
Black’s jump to 5 is excellent. This way black’s with the position of black’s stones on the right. diagram, the sequence from black 1 to white 10,
correlation with the right side is not bad and is shows a well-known joseki. The end result is
an even exchange. approximately an even exchange. Recently, it
16 14 was discovered that black has a powerful
8 11 15 alternative.
12 7 17 Diagram 15 - Crawling Once More Instead
9 5 13 of jumping to A, black crawls once more at 1.
10 6 4 3 19 What powerful attack is concealed in this
5 4 A 1 2 18
extension?
1 3 Diagram 16 - White Collapses If white
2 impulsively extends to 1 in reply to •, black’s
wedge at 2 is a severe attack! After black 6, the
Diagram 12 four white stones are captured. If black wedges
at 2 and extends to 4 before the exchange of •
Diagram 9 Diagram 12 - Black is Satisfied White can and white 1, white’s block at • does not favor
also try to cap at 1 instead. However, black will black.
Diagram 9 - White Fails A peep at 1, definitely cut with 2 and 4. When white Diagram 17 - White Presses Unwillingly
before black 3 is a powerful tactic and reflects attaches at 7, black is not satisfied with black A White presses at 2 to avoid a wedge. However,
the essence of the Kobayashi style. If white and white 11, which allows both sides to settle. the exchange of white 2 for black 3 is bitter for
Vol 3, Num 2 Go Winds Summer 1999 19 20 Go Winds Summer 1999 Vol 3, Num 2
white. After black 5, black is quite satisfied and F is not bad for black.
white still needs to reinforce at A. 4 1 7
5 2 5 6
4 3 3
8
1 2
5
1 5 4 9
1
A Diagram 21 Diagram 22
4 2 3 6
2
3 Diagram 21 - When white hanes at 2, the 4 6
thrust and cut at 3 and 5 are severe. 1
Diagram 22 - Continued from previous 8
diagram, if white ataris at 1 and extends to 3 to 2 7
Diagram 16 Diagram 17 resist, white cannot take care of both sides after 3 5
black 8.
Diagram 25
4
18 19
F D
17
A E 1 5
16 13 11
12 13 10
6 7 B 2
8 11
8 5 2 106 C 3
4 7
9 15 7 3 5
10 9 1
3 14 1 2
20
4 1 8 4
14 2 6 12 9
21 15 3 5 Diagram 26
Diagram 23 Diagram 24
GO GAMES ON DISK (GOGoD) SOFTWARE Strategic Fundamentals In Go by Guo Nie Weiping On Go by Nie Weiping Using
Tisheng and Lu Wen This book offers a positions from his own games, one of the finest
Play over 1000 professional games to reach Recent sets have focused on "How the pros Chinese perception on the fundamentals of Chinese players shows how a grasp of full board
1-dan, it is said. How about 6-dan? Games of play the ...". So far there are sets covering the strategy in Go. With the aid of many principles is essential for effective play.
Go on Disk now offers over 6000 professional "Chinese Fuseki" Volume I (a second volume illustrations it covers the key issues of Tactics in all phases of the game, as well as the
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Modern masters are not neglected. Two of 50 games (about 40 per cent of those known) well as several that may not appear in the phenomenal career since turning professional
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Golden Opportunities by Rin Kaiho Game Utilizing Outward Influence by Jin Jiang
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Igo Hatsuyo-ron — Volume 1 by Dosetsu volume designed by Sensei Yang known as "yly"
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YUTOPIAN ENTERPRISES CONTINUED