The History of Reversi and Othello
The story of Reversi is one of disputed inventions, international success, and enduring appeal. What began as a simple parlor game in Victorian England transformed into a global competitive phenomenon and one of the most-studied games in computer science. Here is the complete history.
The Victorian Origins (1880s)
A Disputed Invention
Reversi emerged in England in 1883, but its exact origins are shrouded in controversy. Two men independently claimed to have invented the game:
Lewis Waterman published the game in 1883, marketing it through various London game shops. He described it as an entirely new creation and promoted it through articles and demonstrations.
John Mollett also claimed invention of the game around the same period. Mollett alleged that Waterman had stolen his idea and published it first.
The dispute was never definitively resolved. What is known is that both men contributed to popularizing the game in England, and their competing claims generated public attention that helped Reversi gain traction.
Victorian Popularity
Reversi became a fashionable parlor game in late Victorian England. It was played in homes, clubs, and social gatherings. The game’s appeal was clear:
- Simple enough to learn quickly at a social gathering
- Strategic enough to remain interesting over many plays
- Required only a board and reversible pieces — easy to manufacture
- Suitable for players of all ages and backgrounds
The game was marketed with elegant sets, and Reversi clubs formed in several English cities. By the late 1880s, Reversi had spread to continental Europe and North America.
The Early 20th Century
Decline and Persistence
After the initial enthusiasm of the 1880s and 1890s, Reversi’s popularity waned somewhat. It never disappeared entirely — it remained a well-known game played in homes and schools — but it was overshadowed by chess, checkers, and eventually by new games entering the market.
During this period, Reversi continued to be played in various forms around the world. Different regions sometimes had slight rule variations, particularly regarding the starting position and who moved first.
The Japanese Revolution (1970s)
Goro Hasegawa and the Birth of Othello
The most significant moment in the game’s post-Victorian history came in 1971 when Goro Hasegawa (長谷川五郎), a Japanese game enthusiast from Mito, Ibaraki, trademarked the name “Othello” for his refined version of the game.
Hasegawa credited his father with teaching him a Reversi-like game during his youth. He standardized the rules, created the fixed starting position, established that Black always moves first, and designed the iconic green board.
The Shakespeare Connection
Hasegawa chose the name “Othello” from Shakespeare’s tragedy “Othello, the Moor of Venice”. The choice was inspired by:
- The dramatic conflict between characters symbolically associated with black and white
- The constant reversals of fortune in the play, mirroring disc flips on the board
- The name’s memorability and cultural prestige
Japanese Market Success
The game company Tsukuda Original began manufacturing Othello in 1973. The game was an enormous success in Japan:
- Over 40 million Othello sets sold in Japan alone by the 2000s
- Became one of the most popular strategy games in Japanese culture
- Played in schools, homes, and public spaces
- Spawned tournaments, TV coverage, and a dedicated competitive community
The Iconic Slogan
Hasegawa coined what may be the most famous board game slogan ever: “A Minute to Learn, A Lifetime to Master” (覚えるのは一分、極めるのは一生). This perfectly captured Othello’s appeal and became central to its marketing worldwide.
Going Global (1977-Present)
The World Othello Championship
The first World Othello Championship (WOC) was held in Tokyo in 1977. This annual event established competitive Othello as a serious international pursuit:
- 1977 — Tokyo: Hiroshi Inoue (Japan) wins the inaugural championship
- 1980 — London: Jonathon Cerf (USA) breaks Japanese dominance
- 1997 — Athens: The youngest world champion, 15-year-old Takeshi Murakami (Japan), demonstrates the game’s accessibility
- The championship has been held every year since 1977 (with rare exceptions)
Global Expansion
Through the 1980s and 1990s, Othello spread globally:
- United States: The U.S. Othello Association organized national tournaments
- France: Developed one of the strongest competitive communities outside Japan
- United Kingdom: Returned the game to its original homeland with organized competitive play
- Europe: Federations formed across the continent
- Asia: Growing interest in Korea, China, and Southeast Asia
The Computer Age
Early Computer Reversi
Reversi was one of the first board games programmed for computers. Its relatively simple rules but deep strategy made it an ideal subject for AI research:
- 1970s-1980s: Early programs could beat casual human players
- 1990s: Programs began competing at tournament level
- 1997: The program Logistello defeated world champion Takeshi Murakami 6-0, marking a milestone in game AI
Significance for AI Research
Reversi/Othello has been particularly important for computer science because:
- The game tree is complex enough to be challenging but manageable for study
- Evaluation functions for Reversi positions helped advance AI techniques applicable to other domains
- The game-solving research contributed to broader advances in artificial intelligence
As of the mid-2020s, computer programs have essentially “solved” Othello in the sense that perfect play from the starting position has been computed. The game’s 8×8 board, while providing rich gameplay for humans, is small enough for modern computers to analyze exhaustively.
Reversi/Othello Today
Competitive Scene
The modern competitive Othello scene includes:
- World Othello Championship — Held annually with players from 20+ countries
- Continental Championships — European, Asian, and other regional events
- National Championships — Most countries with Othello federations hold national tournaments
- Online Tournaments — Digital platforms enabling competitive play across borders
Digital Era
The internet transformed Reversi/Othello:
- Online play platforms — Millions play online against AI or other humans
- Mobile apps — Available on every smartphone platform
- Browser games — Instant play without downloads (like Reversi Pro!)
- AI analysis tools — Players can analyze their games with computer assistance
Cultural Impact
Reversi/Othello has left its mark on popular culture:
- Referenced in literature, films, and TV shows
- Used as a metaphor for strategic thinking in business and education
- Studied in mathematics and game theory courses
- One of the most universally recognized strategy board games worldwide
Timeline Summary
| Year | Event |
|---|---|
| 1883 | Reversi invented in England |
| 1888 | Height of Victorian Reversi popularity |
| 1971 | Goro Hasegawa trademarks “Othello” in Japan |
| 1973 | First commercial Othello game manufactured |
| 1977 | First World Othello Championship (Tokyo) |
| 1980 | First non-Japanese world champion |
| 1997 | Computer program Logistello defeats world champion |
| 2000s | Online Reversi/Othello play explodes |
| 2010s | Mobile gaming brings Reversi to billions of devices |
| 2023 | Othello computationally solved (weak solution) |
| 2020s | Global competitive community continues growing |
The Legacy Continues
From a disputed invention in Victorian England to a global phenomenon played by millions, Reversi has proven itself as one of the enduring classics of the board gaming world. Its elegant simplicity, deep strategy, and dramatic gameplay continue to attract new players every day.
Whether you call it Reversi or Othello, the game’s appeal transcends borders, languages, and generations. And with online platforms like Reversi Pro making the game accessible to anyone with a web browser, the future of this beloved game has never been brighter.