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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.

C64SpectrumAmigaNES strategyboard-gameclassic 1883–2024

Overview

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