Akira subsequently begins a quest to discover the source of Hikaru's strength, an obsession which will come to dominate his life. In a Go salon, Hikaru twice defeats Akira Toya, a boy his age who plays Go at professional level, by following Sai's instruction. He begins by simply executing the moves Sai dictates to him, but Sai tells him to try to understand each move. Urged by Sai, Hikaru begins playing Go despite an initial lack of interest in the game. 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. Hikaru no Go was well-received, had over 25 million copies in circulation and won the Shogakukan Manga Award in 2000 and Tezuka Osamu Cultural Prize in 2003. Viz Media released both the manga and anime in North America they serialized the manga in Shonen Jump, released its collected volumes in entirety, simultaneously the anime aired on ImaginAsian, and a DVD release that was unfortunately canceled prematurely. 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. 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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