Boxxle II

Last updated
Boxxle II
Boxxle II Cover.png
North American version cover
Developer Atelier Double Co.
Publishers
Platform Game Boy
Release
  • JP: 22 June 1990
  • US: June 1992
Genre Puzzle [1]
Mode Single-player [2]

Boxxle II [a] is a 1990 sokoban puzzle video game for the Game Boy developed by Atelier Double Co.. It was published by Pony Canyon in Japan and FCI in the United States. It is the sequel to the 1989 Game Boy title Boxxle .

Contents

Gameplay

Gameplay screenshot Boxxle II Screenshot.png
Gameplay screenshot

In Boxxle II, the female love interest of the protagonist, Willy, has been abducted by an alien spacecraft. Willy must push boxes to earn money to buy a spacecraft to rescue her. [2] The objective of the game, as in Boxxle and other sokoban puzzles are to push boxes into all marked positions to complete the level. [2] Players can press a button to undo their last move. [3] There are 120 levels in groups of ten. [4] The game introduces a new feature: 'reappearance', which allows players to review and change their moves in the last attempt of a level to omptimise their strategy. [2] It also features an editor in 'create' mode for players to create and modify levels. [2] A password system allows players to save progress. [3]

Release and reception

Boxxle II was published in Japan by Pony Canyon on June 22, 1990. [5] [6] It was released in the United States in June 1992 where it was published by FCI America. [7] [8]

A number of critics considered Boxxle II to be virtually the same as its predecessor and to be similarly challenging, [9] [2] [5] with Video Games writing that "apart from the intro, story and appearance of the levels, nothing has changed". [4] The Japanese Family Computer's All Catalog supplement noted that this second installment was significantly more difficult. [10] Total! stated the game offered "no real improvement over the first one", and felt it was infuriatingly difficult, and the levels were "very samey". [3] Nintendo Power reviewers felt the sokoban puzzles were quickly too challenging, and wished the game had a feature to provide players with the solution if they were stuck. [9] Mega Fun felt the game was entertaining but "incredibly tough", also encountering issues with the reliability of the game's password system which "ruined the fun". [2] Video Games lamented that the lack of a battery in the game cartridge meant that players could not save their own rooms. [4]

See also

Notes

  1. Known in Japan as 倉庫番 2 (Sōkoban 2)

References

  1. "Boxxle II". Allgame . Archived from the original on 15 November 2014. Retrieved 7 January 2026.
  2. 1 2 3 4 5 6 7 8 "Boxxle 2". Mega Fun (in German). CT Computec Verlag. September 1993. p. 104. ISSN   0946-6282.
  3. 1 2 3 4 "Boxxle 2". Total! . No. 10. October 1992. p. 81.
  4. 1 2 3 4 Barysch, Jan (September 1992). "Boxxle 2". Video Games. Future Publishing. ISSN   0946-0985.
  5. 1 2 3 Famibo, Tofuya; Mizuno, Tenchou; Morishita, Mariko; Taco•X (July 6, 1990). "新作ゲーム クロスレビュー" [New Games Cross Review]. Famicom Tsūshin (in Japanese). No. 104. ASCII Corporation. p. 17.
  6. "履歴1990" [History 1990]. Atelier Double (in Japanese). Archived from the original on 18 June 2000. Retrieved January 14, 2026.
  7. "履歴1992" [History 1992]. Atelier Double (in Japanese). Archived from the original on 18 June 2000. Retrieved January 14, 2026.
  8. "Game Boy (original) Games" (PDF). Nintendo of America. Archived from the original (PDF) on April 2, 2016. Retrieved January 13, 2026.
  9. 1 2 "Now Playing". Nintendo Power. Vol. 33. February 1992. p. 104.
  10. "ja:ファミコンディスクカード ゲームボーイ スーパーファミコン オールカタログ" [FamicomDiskCard Gameboy SuperFamicom All Catalog]. Family Computer  [ ja ] (in Japanese). Tokuma Shoten  [ ja ]: 200. 1991-05-24.