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 puzzle video game series in which the player pushes boxes in a warehouse to get them onto storage locations. The game is viewed from a top-down perspective. Boxes can only be pushed, never pulled, and only one box can be pushed at a time. The principal challenge is planning moves correctly to avoid deadlocks, i.e., situations where a box or the player becomes permanently trapped, making the puzzle unsolvable.

Contents

Hiroyuki Imabayashi created the first Sokoban game as a hobby in 1981; his company, Thinking Rabbit, commercially released the first enhanced version in December 1982. This initial title became a bestseller in Japan. Between 1982 and 2000, Thinking Rabbit and its licensed partners developed new titles for various platforms. The series made its international debut in 1988 with the U.S. release Soko-Ban. In 2001, Falcon acquired the Sokoban rights and the Thinking Rabbit brand, becoming the series' main developer and licensor; since then, new titles have been published either by Falcon under the Thinking Rabbit brand or by licensed partners.

Over its history, the series has sold over 4.1 million copies worldwide, with more than 40 official games released across various platforms. Reviewers have highlighted the game's simplicity, its addictive and challenging nature, and the level of thought required. The series' installments have featured largely unvarying core mechanics, a trait occasionally noted as potentially repetitive for players who do not enjoy solving the same type of puzzle repeatedly.

Due to the creation of numerous clones, the name "Sokoban," a registered trademark, has become genericized to describe the genre. The series has inspired thousands of custom puzzles, as well as Sokoban-like games. Its puzzle concept of pushing boxes to clear a path or to move them to targets has also appeared in other video games. Furthermore, Sokoban puzzles have been studied in the fields of computational complexity and artificial intelligence.

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 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]

Sokoban requires players to plan several moves ahead and consider all possible outcomes. [4] Careless moves could leave a box permanently trapped against a wall or another box, [2] stuck in a dead end, [5] or permanently preventing access to boxes that still need to be moved. [6] :38 Any such situation creates a deadlock that makes the puzzle unsolvable, regardless of future moves. [7]

History

In 1981, Hiroyuki Imabayashi created the first Sokoban game for the NEC PC-8001 as a hobby, featuring text-based graphics and five original levels. The core mechanic was inspired by Hudson Soft's 1980 game Aldebaran #1 for the MZ-80K, [8] where players pushed luggage to block radiation. [9] Imabayashi envisioned a warehouse setting where incorrect box placement could make further progress difficult or even impossible, and designed levels that proved challenging even for his friends. At the time, his wife's parents owned a record store with a small computer section. A salesman who saw the game suggested it had commercial potential. [10] Imabayashi later ported the game to the NEC PC-8801, enhancing the graphics and expanding it to twenty levels. In 1982, he founded Thinking Rabbit in Takarazuka, Japan, and released the NEC PC-8801 version as the first commercial Sokoban game in December. [11] [12]

In 1983, the Japanese magazine PC Magazine published Sokoban Extra Edition as a type-in program with ten new puzzles, developed by Thinking Rabbit on request. [13] In 1984, Thinking Rabbit released Sokoban 2, which included a puzzle editor. [14] Throughout the 1980s, new titles appeared on various Japanese platforms, including home computers such as the MSX and PC-9801, and consoles like the Famicom, Sega SG-1000, Sega Mega Drive, and Game Boy. [15] These releases were either developed by Thinking Rabbit or by other companies under license agreements. [11] In 1987, Spectrum HoloByte in California licensed Sokoban from Japan's ASCII, adapted the MSX version for IBM PC, Apple II, and Commodore 64, added features for the U.S. market, and released it as Soko-Ban in early 1988. [16] [17] The official series continued in Japan during the 1990s with new titles for the Super Famicom, Windows, Macintosh, and PlayStation. [18]

Around 2000, Thinking Rabbit became inactive but remained a legal entity. [9] In 2001, the Japanese software company Falcon acquired the copyrights and trademarks for Sokoban and Thinking Rabbit, [19] becoming the official developer and licensor. From 2004 to 2007, Falcon developed several titles for Japanese mobile phones. [20] [21] Between 2015 and 2018, Falcon developed five Sokoban titles for Windows and the smartphone game Sokoban Touch (2016), all of which were published by Falcon under the Thinking Rabbit brand. [18] In 2018, Falcon developed three Sokoban titles for Japanese digital terrestrial television broadcasters. [18] In 2021, Unbalance both developed and published an official title, The Sokoban, for the Nintendo Switch [22] and PlayStation 4. [23]

Games

Since its debut in 1982, more than 40 official Sokoban games have been released on various platforms, primarily in Japan but also internationally. Most titles are standalone, with a few sequels. [18] The core mechanic of pushing boxes to storage locations has remained consistent in nearly all official titles, [3] with the following exceptions:

The following table lists the titles in the Sokoban series. [18] [15]

TitleReleasePlatformDeveloperPublisherRegion
Sokoban (倉庫番)1982-1983NEC PC-8801
NEC PC-6001mkII
NEC PC-8001mkII
Fujitsu FM-7
Sharp MZ-2000
Sharp X1
Thinking Rabbit Thinking RabbitJapan
Sokoban Extra Edition (倉庫番[番外編])1983NEC PC-8801Thinking Rabbit PC Magazine  [ ja ]Japan
Sokoban 2 (倉庫番2)1984NEC PC-9801
NEC PC-8801
NEC PC-6001mkII
NEC PC-8001mkII
Fujitsu FM-7
Sharp X1
MB-S1  [ ja ]
Thinking RabbitThinking 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 [16] Spectrum HoloByteNorth America
Sokoban Perfect (倉庫番Perfect)1989NEC PC-9801
Sharp X68000
FM Towns
Thinking RabbitThinking RabbitJapan
MSX2 Micro Cabin  [ ja ]Micro Cabin
Sokoban (倉庫番)
Boxxle NA
1989Game BoyAtelier Double [28] [29] Pony CanyonJP
FCI NA
Japan, North America
1991NA
Sokoban 2 (倉庫番2)
Boxxle II NA
1990Game BoyAtelier Double [30] [31]
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 Game NA
1990 Sega Genesis NCS  [ ja ] [32] 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)1998WindowsItochuFujitsu ParexJapan
Ultimate Sokoban (究極の倉庫番)1998WindowsItochuItochuJapan
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 FamicomAtelier Double [33] [34] Nintendo Japan
Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国)1999Game Boy J Wing  [ ja ]J WingJapan
Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南)1999PlayStationUnbalanceUnbalanceJapan
2000Windows
Sokoban (倉庫番)2000Windows
Sokoban First Step (倉庫番ファーストステップ)2004 EZweb Falcon [20] Square Enix Japan
Sokoban Perfect (倉庫番パーフェクト)
(1/2/3)
2004EZweb
Sokoban First Step (倉庫番ファーストステップ)2004 i-mode Falcon [21] Dwango Japan
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-mode
Konami Wai Wai Sokoban (コナミワイワイ倉庫番)2007i-mode Konami [35] 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
2019JPNintendo Switch
PlayStation 4
Unbalance [22] [23] UnbalanceJapan
2021Worldwide

Reception

The first Sokoban title became a bestseller in Japan, with over 25,000 copies sold by July 1984. [36] [37] [38] Early releases for Japanese home computers, such as the NEC PC-9801 and Sharp X1, sold more than 100,000 copies combined. [39] The MSX version, published by ASCII, sold over 400,000 copies and was considered a commercial success. [16] [40] The U.S. release, Soko-Ban, sold over 50,000 copies by mid-September 1988. [16] By 2018, Chukyo Television Broadcasting reported that the series had sold over 4.1 million copies worldwide since its 1982 debut. [41]

In 1990, Famicom Winning Guide recognized Sokoban as a staple puzzle game, noted for its difficulty, depth, and continued presence across multiple platforms. [42] Reviewers often emphasized the game's addictive nature. Micomgames staff remarked that players would find it difficult to stop playing the first Sokoban. [4] In 1988, Roy Wagner of Computer Gaming World suggested that anyone trying the US version, Soko-Ban, would likely remain absorbed for an extended period. [43] The Computer Entertainer newsletter described the game as fascinating and almost impossible to stop playing. [44] In its console reviews, Computer and Video Games magazine called Sokoban for Game Boy "an infuriatingly addictive little title" and compared its appeal to Tetris . [45]

Commentators often highlighted one of three aspects of the game: its simplicity, the level of thought it required of 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, [25] :199 and Computer and Video Games magazine staff described it as one of the Game Boy's "simple but effective puzzle games." [45] Reviewers for the German magazine Happy Computer praised Soko-Ban as a brilliant logic puzzle that kept players thinking without pressure and recommended that players carefully observe a level before moving a box, [46] and in Computer Gaming World, Wagner summarized it as "very playable and mentally challenging." [43] 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, [47] and reviewing Boxxle for Game Boy, he stated that it required careful planning or plenty of trial and error (usually both). [48] 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." [49]

The series faced occasional criticism for a lack of variety. Tom R. Halfhill observed that all puzzles in Shove It! were essentially the same, which he suggested could cause some players to tire of the game. [47] He also noted that Boxxle's gameplay could become repetitive, with only the number and arrangement of crates and the room shape varying. [48] In his review of Boxyboy, he found it "virtually identical" to Shove It! and Boxxle, concluding that these games required players to enjoy solving the same type of puzzle repeatedly. [49]

Legacy

Numerous clones have been created, [50] and the term "Sokoban," a registered trademark, has become genericized to describe the genre. [51] Thousands of custom Sokoban puzzles, ranging in difficulty, are freely available online, [52] [53] along with software tools such as solvers [54] and solution optimizers. [51] Puzzles resembling Sokoban, involving pushing boxes or similar obstacles to the correct targets, have been present in gaming, [55] particularly in 1980s and 1990s action-adventure games with grid-based movement. [56] The Legend of Zelda series and titles such as Adventures of Lolo (1989) and LIT (2009) incorporate Sokoban-style elements into their gameplay; [55] for example, The Legend of Zelda: A Link to the Past (1991) has a puzzle in which blocks must be arranged to clear a path to a treasure chest. [56] Resident Evil 2 (1998) includes a puzzle similar to Sokoban in which two statues must be pushed onto corresponding marked floor areas, with the correct matching inferred. [56] Additionally, Sokoban-like games such as Sokomania 2 (2014) introduce new mechanics, including switches and conveyor belts. [55]

Research

The computational problem of solving Sokoban puzzles has been studied using computational complexity theory, and is known to be NP-hard [57] [58] and PSPACE-complete. [59] [60] 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). [61] [62] Even small puzzles can require lengthy solutions. [63]

Sokoban puzzles provide a challenging testbed for developing and evaluating automated planning techniques. [64] 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. [6] [65] A later solver, Festival, introduced the FESS search algorithm and became the first automatic system to solve the standard XSokoban benchmark, a suite of ninety puzzles with a ten-minute per-puzzle time limit that had eluded a complete solution for more than twenty years. [66] [67] Despite these advances, many complex Sokoban puzzles are beyond the reach of state-of-the-art solvers. [53] [68] [69] Humans solve such instances by breaking down puzzles into subproblems, [6] :40 recognizing patterns and exceptions, and drawing on learning from prior puzzles. [6] :62

See also

Notes

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

References

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  10. The source does not specify where this occurred, only the timing.
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