Sokoban

Last updated

Sokoban
Official Sokoban website banner.png
Sokoban official fan kit banner
Genre Puzzle
Developers Thinking Rabbit
ASCII
Itochu
Unbalance  [ ja ]
Falcon
Other
Publishers Thinking Rabbit
ASCII
Itochu
Unbalance  [ ja ]
CreatorHiroyuki Imabayashi
Platforms
First releaseSokoban
1982
Latest releaseThe Sokoban
2021

Sokoban [a] is a series of puzzle video games in which the player pushes boxes around in a warehouse. The aim of the game is to get the boxes onto storage locations. Hiroyuki Imabayashi created the first Sokoban game in 1981 as a hobby, and the following year, his company Thinking Rabbit published an enhanced commercial version in Japan 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.

Contents

Gameplay

The puzzles in Sokoban require the player to push boxes to designated spots (shown as red dots in the animation) in the game world. Sokoban ani.gif
The puzzles in Sokoban require the player to push boxes to designated spots (shown as red dots in the animation) in the game world.

Sokoban takes place in a warehouse viewed from above and 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. [2] 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. [3]

Playing Sokoban requires thinking several steps ahead and visualizing all possible outcomes. [4] Players must think carefully and thoroughly before pushing a box to prevent it from being permanently trapped against a wall or other boxes, [2] or in a dead end. [5] These are deadlocks from which the puzzle cannot be solved, regardless of subsequent moves. [6]

History

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 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, [7] where the player pushed luggage to act as a wall to prevent radiation. [8] Imabayashi conceptualized that in the warehouse, the boxes had to be organized, but that they themselves would obstruct the organizing process. He worked to design levels that provided a real challenge, and friends he invited to his home to play the game struggled to solve them. At that 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. [9] 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. [10] [11]

In 1983, the Japanese magazine PC Magazine published Sokoban Extra Edition as a type-in program featuring ten new puzzles. This game was developed by Thinking Rabbit under request. [12] In 1984, Thinking Rabbit published Sokoban 2, featuring a puzzle editor. [13] Throughout the rest of the 1980s, new titles appeared on a variety of 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. [14] These releases were developed either by Thinking Rabbit or by other companies under license agreements. [10] In 1987, Spectrum HoloByte, based in California, U.S., acquired a license from Japan's ASCII, and ported and adapted the MSX version of Sokoban to IBM PC, Apple II, and Commodore 64, adding features for the U.S. market, and released it as Soko-Ban in the United States early in 1988. [15] [16] In the 1990s, the official series continued in Japan with further titles for the Super Famicom, Windows, Macintosh, and PlayStation. [17]

Around 2000, Thinking Rabbit became inactive but remained a legal entity. [8] In 2001, the Japanese software company Falcon acquired the copyright to the official Sokoban games and the trademarks for Sokoban and Thinking Rabbit, [18] becoming the official developer and licensor of the series. From 2004 to 2007, Falcon developed several titles for Japanese mobile phones. [19] [20] Starting in 2015, it also developed several Sokoban titles for Windows and, in 2016, the smartphone game Sokoban Touch, all published under the Thinking Rabbit brand. [17] In 2018, Falcon also developed three Sokoban titles for Japanese digital terrestrial television broadcasters. [17]

Games

Since its debut in 1982, over 40 official Sokoban games have been released on various platforms, primarily in Japan but also in other regions. Most titles are standalone, though a few are sequels. The core mechanic of pushing boxes to storage locations has remained consistent in almost all official titles, with few exceptions:

Titles in the Sokoban series [17] [14]
TitleReleasePlatformDeveloperPublisherRegion
Sokoban (倉庫番)1982-1983NEC PC-8801
NEC PC-6001mkII
Sharp MZ-2000
Sharp X1
Thinking Rabbit Thinking RabbitJapan
Sokoban Extra Edition (倉庫番[番外編])1983NEC PC-8801 PC Magazine  [ ja ]Japan
Sokoban 2 (倉庫番2)1984NEC PC-8801
NEC PC-8001mkII
Fujitsu FM-7
Sharp X1
Thinking RabbitJapan
Sokoban ROM Pack (倉庫番 ROM Pack)1984MSX ASCII ASCIIJapan
Sokoban Tape Pack (倉庫番 Tape Pack)1984MSX
Sokoban (倉庫番)1985 Game Pocket Computer Epoch EpochJapan
Sokoban (倉庫番)1985SG-1000 Sega SegaJapan
Sokoban Special of Tears (涙の倉庫番スペシャル)1986 Famicom Disk System ASCIIASCIIJapan
Soko-Ban1988IBM PC
Commodore 64
Apple II
Spectrum HoloByte [15] Spectrum HoloByteNorth America
Sokoban Perfect (倉庫番Perfect)1989NEC PC-9801
Sharp X68000
FM Towns
Thinking RabbitThinking RabbitJapan
MSX2 Micro Cabin  [ ja ]Microcabin
Sokoban (倉庫番)
BoxxleNA
1989Game BoyPony CanyonPony CanyonJP
FCI NA
Japan, North America
1991NA
Sokoban 2 (倉庫番2)
Boxxle IINA
1990Game Boy
1992NA
Sokoban Deluxe (倉庫番Deluxe)1990 Namco System 1 Namco NamcoJapan
The Greatest Sokoban in History (史上最大の倉庫番)
Shove It! The Warehouse GameNA
1990 Sega Genesis NCS  [ ja ] [25] Masaya  [ ja ]JP
DreamWorksNA
Japan, North America
Sokoban (倉庫番)1990 Game Gear Riverhill SoftRiverhill SoftJapan
Sokoban World (倉庫番World)
BoxyboyNA
1990
1991
TurboGrafx-16 Media Rings Media RingsJP
NEC NA
Japan, North America
Sokoban Revenge (倉庫番Revenge)1991NEC PC-9801Thinking RabbitThinking RabbitJapan
Super Sokoban (Super倉庫番)1993Super Famicom Pack-In-Video Pack-In-VideoJapan
Sokoban for Windows (倉庫番 for Windows)1995Windows Itochu ItochuJapan
Sokoban for Macintosh (倉庫番 for Macintosh)1996Macintosh
Ultimate Sokoban (究極の倉庫番)1996PlayStation
Sokoban Basic (倉庫番ベーシック)1997PlayStation
Sokoban Selection (倉庫番セレクション)1997Windows
Macintosh
Sokoban Special 102 (倉庫番スペシャル102)1998WindowsFujitsu ParexJapan
Ultimate Sokoban (究極の倉庫番)1998WindowsItochuJapan
Sokoban Basic 2 (倉庫番ベーシック2)1998PlayStation
Sokoban Basic (倉庫番ベーシック)1998Windows Unbalance  [ ja ]UnbalanceJapan
Power Sokoban (Power倉庫番)1999Super Famicom Nintendo NintendoJapan
Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南)1999PlayStationUnbalanceUnbalanceJapan
Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国)1999Game BoyJ Wing J Wing  [ ja ]Japan
Sokoban (倉庫番)2000WindowsUnbalanceUnbalanceJapan
Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南)2000Windows
Sokoban First Step (倉庫番ファーストステップ)2004 EZweb
i-mode
Falcon [19] [20] Square Enix
Dwango
Japan
Sokoban Perfect (倉庫番パーフェクト)
(1/2/3)
2004EZwebSquare EnixJapan
Sokoban Perfect (倉庫番パーフェクト)
(1-1/1-2/1-3/2-1/2-2/2-3/3-1/3-2/3-3)
2004-2005i-modeDwangoJapan
Konami Wai Wai Sokoban (コナミワイワイ倉庫番)2007i-mode Konami [26] KonamiJapan
Sokoban Perfect Plus A-side (倉庫番パーフェクト プラス A面)2015WindowsFalconThinking RabbitJapan
Sokoban Perfect Plus B-side (倉庫番パーフェクト プラス B面)2015Windows
Sokoban First Step Plus (倉庫番ファーストステップ プラス)2016Windows
Sokoban Revenge Reprint (倉庫番リベンジ 復刻版)2016Windows
Sokoban Touch2016 Android
iOS
Worldwide
Sokoban Smart (倉庫番スマート)2018WindowsJapan
Chukyo-kun no Sokoban (チュウキョ~くんの倉庫番)2018Digital terrestrial televisionFalcon Chukyo Television Japan
Dayon no Sokoban (だよんの倉庫番)2018Digital terrestrial television Miyagi Television
Kumojiro no Sokoban (くもジローの倉庫番)2018Digital terrestrial television Nippon Television
Minna no Sokoban (みんなの倉庫番)JP
The Sokoban
2019JP Nintendo Switch
PlayStation 4
UnbalanceUnbalanceJapan
2021Worldwide

Reception

The first Sokoban title was a best seller in Japan, selling over 25,000 copies by July 1984. [27] [28] [29] Early Sokoban titles released for several Japanese home computer systems, including the NEC PC-9801 and Sharp X1, were a hit, selling over 100,000 copies in total. [30] The Japanese Sokoban title for MSX published by ASCII sold over 400,000 copies and was considered a commercial success. [15] [31] The U.S. version Soko-Ban sold over 50,000 copies by mid-September 1988. [15] In 2018, Chukyo Television Broadcasting reported that the series in total had sold over 4.1 million copies worldwide since its 1982 debut. [32]

Famicom Winning Guide in 1990 noted the Sokoban series as an established staple puzzle game, still discussed for its difficulty and depth, having been ported to multiple platforms, and continuing to be sold. [33] Reviewers frequently highlighted the games' addictive quality. Reviewing the first Sokoban, Micomgames staff stated that players would find it difficult to stop playing. [4] In 1988, Roy Wagner of Computer Gaming World suggested that anyone trying the US version, Soko-Ban, would likely remain absorbed for a prolonged period. [34] Computer Entertainer newsletter stated that playing it was fascinating and almost impossible to stop. [35] Regarding console versions, Computer and Video Games magazine staff called Sokoban for Game Boy "an infuriatingly addictive little title" and compared its addictiveness to Tetris . [36]

Commentators often highlighted one of three aspects of the game: its simplicity, the level of thinking it demanded from players, or its challenging nature. Micomgames staff, however, emphasized both simplicity and the thinking required of players, describing the first Sokoban as simple yet requiring deep thought comparable to playing Go or Shogi. [4] Family Computer magazine's All Catalog supplement described Sokoban for Game Boy as great due to the simplicity of its gameplay, [37] and Computer and Video Games magazine staff described it as one of the Game Boy's "simple but effective puzzle games." [36] Reviewers for the German magazine Happy Computer praised it as a brilliant logic puzzle that kept players thinking without pressure and recommended that players carefully observe a level before moving a box. [38] In Computer Gaming World, Wagner summarized it as "very playable and mentally challenging." [34] In Game Player's magazine, Tom R. Halfhill reviewed Shove It! for the Sega Genesis, noting it was challenging and would require players to plan their moves carefully, [39] and reviewing Boxxle for Game Boy, he stated that it required careful planning or plenty of trial and error (usually both). [40] He later commented on Boxyboy for the TurboGrafx-16 that while the initial rooms were not difficult, players would eventually encounter one that "seems impossible." [41]

The lack of variety in the series became a point of criticism. Tom R. Halfhill considered all puzzles in Shove It! essentially the same. [39] He noted that Boxxle's gameplay could become repetitive because the only variations in the screens were the number and arrangement of crates and the shape of the rooms. [40] Additionally, reviewing Boxyboy, he noted that it was "virtually identical" to Shove It! and Boxxle. He concluded that all these games required players to be content with repeatedly solving the same type of puzzle. [41]

Legacy

Because the core gameplay mechanics are not protected by intellectual property rights, many Sokoban clones have been created, [42] and the term "Sokoban," which is a registered trademark, has become genericized to describe the genre. [43] Thousands of custom Sokoban puzzles, [44] spanning a wide range of difficulty, have been created and are freely available on the internet, [45] as well as software tools, including solvers, [46] and solution optimizers. [43]

The Sokoban puzzle principle—moving objects to the correct targets by pushing them—is widespread in gaming. [47] While computers and game consoles became more powerful in the 1980s and 1990s, many games remained restricted to tile- and grid-based movement, making object-pushing puzzles a natural fit. [48] As a result, many puzzles in older titles often resembled Sokoban. [48] Some games, such as Adventures of Lolo (1989) and LIT (2009), applied the principle, and The Legend of Zelda series likewise incorporated it in its crate-moving riddles. [47] [48] The principle also appeared in Resident Evil 2 (1998), which included simpler object-pushing puzzles guided by in-game hints. [48] Additionally, Sokoban-like games such as Sokomania 2 (2014) introduced further mechanics, including switches and conveyor belts. [47]

Research

The computational problem of solving Sokoban puzzles has been studied using computational complexity theory, and is known to be NP-hard [49] [50] and PSPACE-complete. [51] [52] 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). [53] [54] Even small puzzles can require lengthy solutions. [55]

Sokoban puzzles provide a challenging testbed for developing and evaluating planning techniques. [56] 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. [57] [58] 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. [59] [60] 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. [61] [62] [63]

See also

Notes

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

References

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  2. 1 2 倉庫番 [Sokoban]. LOGiN  [ ja ] (in Japanese). ASCII Corporation. August 1983. p. 125.
  3. "ja:倉庫番とは" [What is Sokoban]. Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on September 19, 2025. Retrieved September 19, 2025.
  4. 1 2 3 "ja:PART 2 脳みそを酷使するのである" [Part 2: You Will Use Your Brain to the Extreme]. MICOMGAMES (in Japanese). Vol. 1, no. 1. Obunsha. December 1983. p. 38.
  5. "ja:こうなるとアウトだよ" [If it gets to this, it's unsolvable]. Famicom Tsūshin  [ ja ] (in Japanese). ASCII Corporation. July 1986. p. 30.
  6. Jean-Noël Demaret; François Van Lishout; Pascal Gribomont (2008). Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems (PDF). pp. 1, 2. Archived from the original (PDF) on June 4, 2025. Retrieved June 4, 2025.
  7. "Aldebaran". Monthly Mycom  [ ja ] (in Japanese). January 1980. pp. 22–28.
  8. 1 2 "My conversation with Mr Hiroyuki Imabayashi". Archived from the original on December 4, 2025. Retrieved November 17, 2025.
  9. Though the source does not specify where this occurred, only the timing.
  10. 1 2 "ja:ごあいさつ" [Greetings]. Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived from the original on August 25, 2025. Retrieved August 25, 2025.
  11. 考えるウサギはパソコンの野を駆ける! [The thinking rabbit runs through the fields of the computer!]. LOGiN  [ ja ] (in Japanese). ASCII Corporation. December 1983. pp. 136–137.
  12. 倉庫番[番外編] [Sokoban Extra Edition]. PC Magazine  [ ja ] (in Japanese). August 1983. p. 52.
  13. 倉庫番2 [Sokoban 2]. LOGiN  [ ja ] (in Japanese). ASCII Corporation. July 1985. p. 76.
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  20. 1 2 "ja:スクウェア・エニックス ポケットパズル" [Square Enix Pocket Puzzle] (in Japanese). Archived from the original on December 14, 2005.
  21. Ultimate Sokoban 3D Polygon Puzzle & Cinema Manual (Video game manual) (in Japanese). Itouchu. 1996. pp. 13–14. Retrieved November 26, 2025.
  22. "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 ]: 98. May 24, 1991.
  23. "ja:Puzzle GAMES! – 倉庫番伝説・光と闇の国" [Puzzle GAMES! – Sokoban Legend: Land of Light and Darkness] (in Japanese). Archived from the original on November 4, 2025. Retrieved November 4, 2025.
  24. "ja:POWER 倉庫番" [Power Sokoban]. Nintendo (in Japanese). Archived from the original on November 3, 2025. Retrieved November 3, 2025.
  25. "ja:BEメガ・ドッグレース" [BE Mega Dog Race]. BEEP! Mega Drive  [ ja ] (in Japanese). Vol. 6, no. 2. March 1990. p. 108.
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  28. ソフトハウス訪問 [Visiting a Software Company]. POPCOM  [ ja ] (in Japanese). Shogakukan. June 1984. p. 131.
  29. 作者が語る自信のニューソフト [The creator proudly presents their new software]. POPCOM  [ ja ] (in Japanese). Shogakukan. March 1985. p. 29.
  30. "ja:ゲーム徹底解剖" [A Thorough Analysis of the Game]. BEEP! Mega Drive  [ ja ] (in Japanese). November 1989. p. 56.
  31. Lafe Low (November 1988). "News Line; Made in Japan". inCider . p. 14.
  32. "中京テレビ、累計410万本以上の実績を持つ名作ゲームとコラボ 新規ゲーム『チュウキョ~くんの倉庫番』が データ放送通信コンテンツ「チュウキョ~くんランド」に誕生!". @Press (in Japanese). Chukyo Television Broadcasting. July 10, 2018. Archived from the original on December 1, 2025. Retrieved December 1, 2025.
  33. "ja:MDC 新着情報" [MDC New Arrivals]. Famicom Winning Guide  [ ja ] (in Japanese). No. 88. February 2, 1990. p. 87.
  34. 1 2 Wagner, Roy (May 1988). Sipe, Russell (ed.). "Puzzling Encounters" (PDF). Computer Gaming World . No. 47. Golden Empire Publications. pp. 42–43. Archived from the original (PDF) on June 3, 2025.
  35. "Computer Entertainer". Computer Entertainer. Vol. 7, no. 4. July 1988. p. 9.
  36. 1 2 "Soko Ban". Computer and Video Games . No. 96. EMAP Publishing. November 1989. p. 119.
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  38. "Soko-Ban". Happy Computer  [ de ] (in German). Markt&Technik. January 1988. p. 86.
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  40. 1 2 Halfhill, Tom R. (June 1990). "Boxxle". Game Player's. Vol. 2, no. 6. p. 90. Archived from the original on November 28, 2025.
  41. 1 2 Halfhill, Tom R. (December 1990). "Boxy Boy". Game Player's. Vol. 2, no. 12. p. 90. Archived from the original on November 28, 2025.
  42. Marçal Mora Cantallops (2023). Rompecabezas: Cinco décadas de videojuegos y puzles (in Spanish). Héroes De Papel. ISBN   978-84-947149-3-1.
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  46. Several efficient Sokoban solvers aim to find short, but not necessarily optimal, solutions, including JSoko, YASS, and Takaken. Balyo, Tomáš; Froleyks, Nils (2022). "AI Assisted Design of Sokoban Puzzles Using Automated Planning". In Wölfel, Matthias; Bernhardt, Johannes; Thiel, Sonja (eds.). ArtsIT, Interactivity and Game Creation. Springer. pp. 429–430. doi:10.1007/978-3-030-95531-1_29. ISBN   978-3-030-95531-1.
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  48. 1 2 3 4 Totten, Christopher W.; Sandoval, Adrian (2024). World Design for 2D Action‑Adventures. CRC Press. pp. 95–97. ISBN   9781032579986.
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  55. David Holland; Yaron Shoham. "Theoretical analysis on Picokosmos 17". Archived from the original on June 7, 2016.
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  57. Andreas Junghanns (1999). Pushing the Limits: New Developments in Single-Agent Search (PhD thesis). University of Alberta. doi: 10.7939/R3W95103S .
  58. Andreas Junghanns; Jonathan Schaeffer (2001). "Sokoban: Enhancing general single-agent search methods using domain knowledge". Artificial Intelligence. 129 (1–2): 219–251. doi: 10.1016/S0004-3702(01)00109-6 .
  59. Yaron Shoham; Jonathan Shaeffer (2020). The FESS Algorithm: A Feature Based Approach to Single-Agent Search (PDF). 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE. doi:10.1109/CoG47356.2020.9231929. Archived from the original (PDF) on June 4, 2025. Retrieved June 4, 2025.
  60. Yaron Shoham (2020). "FESS presentation at the CoG conference (17.5 minutes)" (video). archive.org.
  61. Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle" (PDF). Frontiers in Artificial Intelligence and Applications. 222: 140–150. doi:10.3233/978-1-60750-676-8-140. Archived from the original (PDF) on August 30, 2025.
  62. "Let's Logic Bots Statistics" (PDF). Retrieved October 6, 2024.
  63. "Sokoban Solver Statistics - Large Test Suite" . Retrieved April 14, 2024.