![]() Sai's greatest desire is to attain the Kami no Itte ( 神の一手, "Divine Move") – a perfect move. ![]() Sai wishes to play Go again, having not been able to since the late Edo period, when his ghost appeared to Honinbo Shusaku, a top Go player of that period. While exploring his grandfather's shed, Hikaru Shindo stumbles across a Go board haunted by the spirit of Fujiwara-no-Sai, a Go player from the Heian era. ![]() See also: List of Hikaru no Go characters It is largely responsible for popularizing Go among the youth of Japan since its debut, and considered by Go players everywhere to have sparked worldwide interest in the game, noticeably increasing the Go-playing population around the globe. It won the 45th Shogakukan Manga Award in 2000 and the 7th Tezuka Osamu Cultural Prize in 2003. Hikaru no Go was well-received, had over 25 million copies in circulation, making it one of the best-selling manga series. Viz Media released both the manga and anime in North America they serialized the manga in Shonen Jump, released its collected volumes in entirety, and the anime aired simultaneously on ImaginAsian. It was adapted into an anime television series by Studio Pierrot, which ran for 75 episodes from 2001 to 2003 on TV Tokyo, with a New Year's Special aired in January 2004. Sai finds himself trapped in Hikaru's mind and gradually gives him a taste for Go. The object turns out to be haunted by a ghost named Sai, the emperor's former Go teacher in the Heian era. The story follows Hikaru, who discovers a Go board in his grandfather's attic one day. It was serialized in Shueisha's Weekly Shōnen Jump from 1999 to 2003, with its chapters collected into 23 tankōbon volumes. The production of the series' Go games was supervised by Go professional Yukari Umezawa. Hikaru's Go) is a Japanese manga series based on the board game Go, written by Yumi Hotta and illustrated by Takeshi Obata.
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