Skip to content
Classic Games

Reversi

The flip side of strategy

Victorian board game Reversi—later trademarked as Othello—became a computer gaming staple, teaching territory control and forward thinking.

cross-platformstrategyboard-gameclassic1883

Reversi originated in Victorian England, with two inventors claiming credit in the 1880s. A century later, it found new life on home computers—simple enough to implement in a few kilobytes, deep enough to challenge players and programmers alike. The trademark “Othello” made it famous in Japan and worldwide.

Fast facts

  • Invented: 1883 (disputed between Lewis Waterman and John Mollett).
  • Othello trademark: Japanese businessman Goro Hasegawa trademarked a streamlined version in 1971.
  • Board: 8×8 grid. Players take turns placing discs that are light on one side, dark on the other.
  • Core mechanic: place a disc to outflank opponent pieces in a line—those pieces flip to your colour.
  • Victory: when the board is full, whoever has more discs wins.

The rules

  1. Outflanking: your disc must trap opponent discs between itself and another of your discs (horizontally, vertically, or diagonally).
  2. Flipping: trapped discs flip to your colour immediately.
  3. Forced moves: if you can’t make a legal move, you pass.
  4. Endgame: the game ends when neither player can move. Count the discs.

Strategy depth

Reversi’s simple rules hide substantial depth:

  • Corners are king: corner squares can never be flipped—controlling them dominates late game.
  • Edge play: edges are stable but corners matter more.
  • Mobility: having more move options often beats having more discs mid-game.
  • Sacrifice: sometimes giving up pieces now secures better positions later.

Computer implementations

Reversi appeared on nearly every 8-bit platform:

  • Type-in listings: magazines frequently published Reversi as a programming exercise.
  • Commercial versions: dedicated Othello games from various publishers.
  • Built-in: some platforms included Reversi in ROM or bundled software.

The game’s appeal for early home computers was practical:

  • Simple graphics: an 8×8 board with two piece colours required minimal resources.
  • Clear rules: easy to implement, easy to debug.
  • AI challenge: writing a competent opponent taught tree search and evaluation functions.

Why it matters for learning

Reversi teaches fundamental game programming concepts:

  • Board representation: 2D arrays, state management.
  • Move validation: checking lines in eight directions.
  • Flipping logic: updating multiple cells from a single move.
  • AI fundamentals: minimax, evaluation functions, difficulty scaling.

Our Ink War game uses Reversi-style territory mechanics on the ZX Spectrum, teaching these concepts through assembly language.

See also

Not yet fact-checked. This entry was drafted by an AI and nobody has verified it. The dates, figures and technical details may be wrong. Use it to find your bearings, then confirm anything that matters against a primary source.