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Sokoban

Puzzle video game series From Wikipedia, the free encyclopedia

Sokoban
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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; an enhanced version was commercially published the following year in Japan by his company, Thinking Rabbit, for the NEC PC-8801 computer. Over the years, new titles were released for various platforms, developed by Thinking Rabbit or other companies under license. The game became popular in Japan and internationally, and the official series has remained active, with its 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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A Sokoban puzzle being solved

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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, Sega SG-1000, Sega Mega Drive and Game Boy.[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]

Since then, Falcon has continued to develop and license official Sokoban games, including several titles available for Japanese mobile phones between 2004 and 2007.[12][13][14]

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Critical reception

PC-8801 versions
  • Sokoban (倉庫番)
    • 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).[29]
    • In the PC Game Ranking Book, it received a score of ninety-four out of one hundred points.[15]
      More information Total Point, Item ...
IBM PC, Commodore 64, Apple II versions
  • Soko-Ban
    • 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.[30]
    • The German magazine Happy Computer in its January 1988 issue gave the IBM PC version a rating of 87 out of 100, and called it "a brilliant, relaxed logic puzzle that keeps you thinking without pressure" (translated from German).[26]
      More information Item, Score ...
    • In Dragon magazine's mini-reviews, Hartley, Patricia, and Kirk Lesser rated the IBM PC version 4½ out of five stars.[27]
    • 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.[31]
Famicom Disk System versions
  • Sokoban Special of Tears (涙の倉庫番スペシャル)
    • In the Japanese Family Computer magazine's All Catalog supplement, it was called "a pioneering puzzle game" (translated from Japanese) and received a score of 13.45 out of twenty-five points.[23]
      More information Item, Overall ...
Game Boy versions
  • Boxxle
    • In the June 1990 issue of Game Player's magazine, Tom R. Halfhill 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.[32]
  • Sokoban (倉庫番)
    • Famitsu gave it a score of 25 out of 40.[16]
    • In the Japanese Family Computer magazine's All Catalog supplement, the game was described as having simple gameplay that made it great. The game received a score of 18.78 out of thirty points.[24]
      More information Item, Overall ...
  • Sokoban 2 (倉庫番2)
    • In the Japanese Family Computer magazine's All Catalog supplement, it was noted that this second installment was significantly more difficult. It received a score of 17.65 out of thirty points.[25]
      More information Item, Overall ...
Sega Genesis versions
  • Shove It!
    • 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.[33]
  • The Greatest Sokoban in History (史上最大の倉庫番)
    • In the March 1990 issue of the Japanese magazine BEEP! Mega Drive, the game received a total score of 25 out of 40 (with individual reviewer scores of 5, 6, 8, and 6, each out of 10). Three of the four reviewers recommended it for puzzle enthusiasts. One reviewer questioned the release of Sokoban on the Mega Drive, wondering if people would buy the console just to play a puzzle game; another appreciated the user-friendly gameplay but noted its dated feel; and one commented that he did not find the game's main selling points—enhanced art and its 250 levels that could take months to complete—particularly appealing.[28]
    • Famitsu gave it a score of 23 out of 40.[17]
Game Gear versions
  • Sokoban (倉庫番)
    • Famitsu gave it a score of 25 out of 40.[18]
TurboGrafx-16 versions
  • Boxyboy
    • In the December 1990 issue of Game Player's magazine, Tom R. Halfhill 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.[34]
  • Sokoban World (倉庫番World)
    • Famitsu gave it a score of 27 out of 40.[19]
PlayStation versions
  • Ultimate Sokoban (究極の倉庫番)
    • Famitsu gave it a score of 25 out of 40.[20]
  • Sokoban Basic (倉庫番ベーシック)
    • Famitsu gave it a score of 22 out of 40.[21]
  • Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南)
    • Famitsu gave it a score of 22 out of 40.[22]
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Games

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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.

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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.[36] Consequently, the term has become genericized, making it synonymous with the genre of box-pushing puzzle games, as found in the Sokoban titles by Thinking Rabbit and in other games using the same gameplay concept.[37]

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Cultural impact

The active fan community has created thousands of custom puzzles spanning a wide range of difficulty,[38] as well as software tools, including puzzle editors, solvers,[39] and solution optimizers.[40]

Derivatives and variants

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Official titles

A few official Sokoban games introduced modifications to the core mechanic of pushing boxes to storage locations in a warehouse.

  • Sokoban Special of Tears (涙の倉庫番スペシャル) includes a mode where you can use tools such as ropes.[23]
  • Ultimate Sokoban (究極の倉庫番) features themed stages with either time limits, underwater boxes that can float up, disappearing boxes, or boxes with electrical wiring.[41]
  • Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国) offers a story mode in which the player must push enemies into holes and push puppets onto magic circles.[42]
  • Power Sokoban (Power倉庫番) an action-puzzle game in which the player shoot orbs and fill holes with rocks.[43]

Similar games

Several games are based on Sokoban, introducing new mechanics or objectives. Examples include:

  • Picoban the goal is to reach a teleport stone, pushing orbs onto buttons or collecting keys.[44]
  • Beanstalk different items must be pushed into a target square in a fixed sequence.[45]
  • Pukoban the character can pull boxes.[46]
  • Sokoboxes Duo two pushers must collaborate to solve the puzzle.[47]

Variants

  • Hexoban uses a hexagonal grid instead of a square grid, allowing movements in six directions instead of four.[48]
  • Multiban the puzzle contains more than one pusher.[49]

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.[50]

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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.[51] 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.[52]

Playing Sokoban requires thinking several steps ahead and visualizing all possible outcomes.[53] Players should think carefully and thoroughly before pushing a box to prevent it getting trapped against a wall or other boxes.[54] A bad move can cause a deadlock from which the puzzle cannot be solved, regardless of subsequent moves.[55]

Deadlocks

Common deadlocks are:[56][57]

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  1. Two boxes are placed together along a wall. Each box blocks the other from being moved.
  2. A box in a corridor alongside a wall, which can still be pushed, but permanently lacks access to any storage location.
  3. A box in a corner.
  4. A box in a dead end.
  5. Four boxes in a square formation.
  6. Three boxes forming an L-shape in a wall corner.
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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.[58][59] Further work proved it is also PSPACE-complete.[60][61]

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).[62][63] Even small puzzles can require lengthy solutions.[64]

The Sokoban game provides a challenging testbed for developing and evaluating planning techniques.[65] 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.[66][67] 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.[68][69] 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.[70][71][72]

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Commercial success

The first Sokoban title was a commercial success in Japan, selling over 25,000 copies by July 1984.[73][74][75]

Early Sokoban titles released for numerous Japanese home computer systems such as the NEC PC-9801 and MSX were a hit, selling over 100,000 copies in total.[76]

Spectrum Holobyte acknowledged that over 400,000 copies of the game were sold in Japan before it released Soko-Ban in the United States in 1988.[77]

See also

Notes

  1. Japanese: 倉庫番, Hepburn: Sōko-ban; lit.'warehouse keeper'[1]

References

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