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Sokoban
Puzzle video game series From Wikipedia, the free encyclopedia
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Sokoban[a] is a series of puzzle video games in which the player pushes boxes around in a warehouse, trying to get them to storage locations. Hiroyuki Imabayashi created the first Sokoban game in 1981 as a hobby. That game was the basis for the first commercial release, published in Japan in 1982 by his company, Thinking Rabbit, for the NEC PC-8801 computer. New titles were released for various platforms over the years. Sokoban became popular in Japan and internationally, and the series has remained active, with the most recent title released in 2021. Sokoban has inspired unofficial versions, thousands of custom puzzles, similar games, and artificial intelligence research.

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History
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In 1981, Hiroyuki Imabayashi created the first Sokoban game as a hobby for the NEC PC-8001 computer. The game used text-based graphics and featured five challenging levels designed by him. For the core mechanic, he was inspired by a part of the gameplay in Hudson Soft's 1980 action game, Aldebaran #1, for the MZ-80K,[2] where the player pushed luggage to act as a wall to prevent radiation.[3] Imabayashi conceptualized that in the warehouse, the boxes had to be organized, but they themselves also became obstacles in the process. He enjoyed playing the game with friends at his home. During this time, his wife's parents owned a record store with a small computer section. By chance, a salesman saw the game and suggested that it would sell. Imabayashi used a NEC PC-8801 computer in the store's computer section to port the game, enhancing the graphics and expanding the levels to twenty. In 1982, he founded his company, Thinking Rabbit, based in Takarazuka, Japan, and released this PC-8801 version as the first commercial Sokoban game in December.[4][5]
In August 1983, Sokoban Extra Edition was published as a type-in program by the Japanese magazine PC Magazine. It featured ten new puzzles.[6]
In 1984, Sokoban 2 was released, featuring a puzzle editor.[7]
New titles continued to appear throughout the rest of the 1980s on various Japanese platforms, including home computers such as the MSX and PC-9801, and video game consoles such as the Famicom and Sega Mega Drive.[8] These releases were developed by Thinking Rabbit or other companies under license.[9][10] Further titles followed in the 1990s, appearing for the Super Famicom and PlayStation.
In 2001, the Japanese software company Falcon acquired the copyright to the official Sokoban games and the trademarks for Sokoban and Thinking Rabbit.[11]
Between 2004 and 2007, several official Sokoban games were available for Japanese mobile phones.[12][13]
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Critical reception
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In an October 1983 review, Pasocom Game Ranking Book scored Sokoban (1982) ninety-four out of one hundred points.[14] A December 1983 issue of MICOMGAMES wrote that the puzzle's concept is simple but requires thinking comparable to Go or Shogi, and that "once you start playing, it is hard to stop" (translated from Japanese).[15]
In 1988, Soko-Ban received a positive review from Computer Gaming World for its IBM PC and Commodore 64 versions, which described the game as simple yet mentally challenging and noted its addictive nature.[16] In Dragon magazine, reviewers rated the IBM PC version 4½ out of five stars.[17] In the Computer Entertainer newsletter, the Apple II version was recommended and received 3½ out of four stars for graphics, with the same rating for gameplay and entertainment.[18]
In the June 1990 issue of Game Player's magazine, Tom R. Halfhill reviewed Shove It!, noting it was a challenging game that required players to plan their moves carefully and that its unhurried pace was a refreshing respite from frenzied action games. However, all 160 puzzles were essentially the same.[19] He also reviewed Boxxle, stating that it also required careful planning or plenty of trial and error (usually both). He noted that the game's gameplay could become repetitive because the only variations in the 108 screens were the number and arrangement of crates and the shape of the rooms.[20] In the December 1990 issue of Game Player's magazine, he reviewed Boxyboy, highlighting its logical, untimed puzzles and describing it as a welcome change from typical action games. He noted that it was "virtually identical" to Shove It! and Boxxle.[21]
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Versions
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Since its debut in 1982, Sokoban has been released on various platforms, primarily in Japan but also in other regions. Most titles are independent, though a few are sequels—for example, Sokoban 2 (1984) follows Sokoban (1982), and Boxxle II (1992) is a sequel to Boxxle (1990). The following table lists a selection of official Sokoban titles.[22]
Name genericization
The name Sokoban is a registered trademark for video game titles. However, the core mechanic of pushing boxes to storage locations on a grid is not protected by intellectual property rights. This has enabled others to create many unofficial versions.[23] Consequently, the term "Sokoban" has become genericized; it is synonymous with the genre of box-pushing puzzle games.[24]
Cultural impact
The active fan community has created thousands of custom puzzles spanning a wide range of difficulty,[25] as well as software tools, including puzzle editors, solvers,[26] and solution optimizers.[27]
Derivatives and variants
Derivative games
Numerous games are based on Sokoban, introducing new mechanics or objectives. Examples include:
- Picoban – the goal is to reach a green stone, pushing orbs or collecting keys.[28]
- Beanstalk – different items must be pushed into a target square in a fixed sequence.[29]
- Pukoban – the character can pull boxes.[30]
- Sokoboxes Duo – two pushers must collaborate to solve the puzzle.[31]
Variants
- Hexoban – uses a hexagonal grid instead of a square grid, allowing movements in six directions instead of four.[32]
- Multiban – the puzzle contains more than one pusher.[33]
Program features
Some unofficial Sokoban programs feature a "reverse mode" in which players play a puzzle backward. Starting with all boxes on storage locations, they pull the boxes to return to the initial puzzle state.[34]
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Gameplay
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The game of Sokoban takes place in a warehouse, viewed from above, composed of walls and floor squares. A floor square may be empty, occupied by the player, or occupied by a box. Some floor squares are marked as storage locations. The number of storage locations equals the number of boxes. The objective of the puzzle is to push all boxes onto storage locations.[1]
The player can move one square at a time, either horizontally or vertically, onto an empty floor square.[35] Boxes and walls block the player's movement, but the player can walk up to a box and push it to an empty square directly beyond it. If a box is pushed against a wall or another box, it does not move. Pulling boxes is not possible.[36]
Playing Sokoban requires thinking several steps ahead and visualizing all possible outcomes.[37] Players should think carefully and thoroughly before pushing a box to prevent it getting trapped against a wall or other boxes.[38] A bad move can cause a deadlock from which the puzzle cannot be solved, regardless of subsequent moves.[39]
Deadlocks
Common deadlocks are:[40]
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Computer science research
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Sokoban has been studied using the theory of computational complexity. The computational problem of solving Sokoban puzzles was first shown to be NP-hard.[41][42] Further work proved it is also PSPACE-complete.[43][44]
Solving non-trivial Sokoban puzzles is difficult for computers because of the high branching factor (many legal pushes at each turn) and the considerable search depth (many pushes needed to reach a solution).[45][46] Even small puzzles can require lengthy solutions.[47]
The Sokoban game provides a challenging testbed for developing and evaluating planning techniques.[48] The first documented automated solver, Rolling Stone, was developed at the University of Alberta. It employed a conventional search algorithm enhanced with domain-specific techniques such as deadlock detection.[49][50] A later solver, Festival, introduced the FESS search algorithm and became the first automatic system to solve all ninety puzzles in the widely used XSokoban test suite.[51][52] Despite these advances, even the most sophisticated solvers cannot solve many complex puzzles that humans can solve with time and effort, using their ability to plan, recognize patterns, and reason about long-term consequences.[53][54][55]
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Commercial success
Sokoban was a commercial success in Japan, selling over 25,000 copies of the game by July 1984.[56][57][58]
Spectrum Holobyte acknowledged that over 400,000 copies were sold in Japan before it released Soko-Ban in the United States in 1988.[59]
See also
Notes
References
External links
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