Can you tell us what the book is about? What is 'new fuseki' and what is 'old'?
I was a little taken aback by this. I thought everyone knew what New Fuseki was - even those who say goban and kifu. And there is also the Slate & Shell blurb. However, I suppose a few words about the new book
Old Fuseki versus New Fuseki would not go amiss. There is, after all, so little said about go books anywhere now.
In 1933 Go Seigen challenged Honinbo Shusai in a game that has become one of the most famous in go history. Apart from a clash of young against old, and China against Japan, it was a clash of new opening theory against old, and Go began with his first three moves at 3-3, 4-4, 10-10. This hypermodern style of play later became known as New Fuseki (Shinfuseki), and in the public mind it became an invention of Go and his friend Kitani Minoru.
It wasn't. It was an evolution and many other players were involved. This book therefore starts out by surveying the development of normal go theory from the time of Honinbo Shuho, through Shuei and Shusai, while also looking at the more radical researches of people like Kubomatsu Katuskiyo, especially starting at the 10-10 centre point, but also the previous history of the 3-3 point. What will surprise many is that there was a significant Chinese input into this.
After looking at that in some detail, I describe the process by which New Fuseki as a PR concept came about - Go and Kitani's holiday in Hell Valley and Yasunaga's famous book.
I examine that book in some detail and describe things like the theory of equilibrium, the theory of averaging, the theory of balance and the theory of three stars (which was apparently really sanrenboshi, not sanrensei) that were the main strands being discussed. This discussion included ingenious reappraisal of corner enclosures and opening moves such as 5-5. All this went on amid a vigorous debate of the type we have about the iPad here. I give a slew of opinions by pros for and against.
This occupies about a third of the book. Then I treat the game itself in considerable detail, both how it came about and how a variety of pros viewed the moves. This is the technique I have been using in all the books so far. Apart from the interesting colour notes, by looking at so many pro commentaries it is possible to come up with a comment on almost very move, and even more fun is the fact that pros often contradict each other, quite starkly.
This portion of the book also covers in detail the notorious incident in which a Shusai pupil was supposed to have discovered a brilliant move for him. This account is rather different from the one that usually gets bandied about.
Finally there is an appendix which shows the wide variety of New Fuseki openings that were being played before and after the Go-Kitani high point.
I know three people who have read the complete book so far. All have said they were surprised at how different the real picture is from the one they previously had in mind. I suppose that makes my surprise mentioned at the beginning in itself surprising

This is, I do believe, a meaty book. But in my opinion
The Insha Game is probably the most high-protein book in the series, and has the most exciting game (Shusai-Karigane, 1926). Since it covers much the same period, it might be seen as a useful backdrop to OFvsNF. In this case I describe how the pro world we know today came into being, through many travails, between about 1860 and 1930. There is much backstabbing and politicking, if you like that sort of thing, but also many lessons for those who want to develop pro go in the west. And, course, that FABULOUS game.
The other books I have done recently all tend to look at that sort of period, and on to abouyt 1960, from different angles. You will, for example, find detailed biographies of Shusai, Go, Kitani and Karigane, amongst others. In the latest Famous Games book, though, I have done a Dr Who time machine shift and gone back to what is known as The Golden Age of Go to describe the game known as (my preference) Jowa's Three Brilliancies, or the Blood-vomiting Game. Again, though, I can't resist giving the backstabbing and the politicking. In this case, it will probably come as a surprise that the Matsudaira Go Tournament in which the game was played came about through real-life politicking. This is your chance to find out where Ururun Island is and why it influenced the course of go history.
These are all books "from the GoGoD archives" in collaboration with T Mark and published by Slate & Shell. I think the current total is nine. The GoGoD CD also adds much to the background, especially the games in the database.