Software:Sokoban
| Sokoban | |
|---|---|
Sokoban official fan kit banner | |
| Genre(s) | Puzzle |
| Developer(s) | Thinking Rabbit ASCII Itochu UNBALANCE (ゲーム会社) (ja) Falcon Other
|
| Publisher(s) | Thinking Rabbit ASCII Itochu UNBALANCE (ゲーム会社) (ja) Other
|
| Creator(s) | Hiroyuki Imabayashi |
| Platform(s) | Various
|
| First release | Sokoban 1982 |
| Latest release | The Sokoban 2021 |
Script error: The function "nihongo_foot" does not exist. 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.
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 consistently praised the game's simplicity, its addictive and challenging nature, and the level of thought required. However, it has been criticized for a lack of variety.
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

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. The core mechanic of pushing boxes to storage locations has remained consistent in nearly all official titles, with the following exceptions:
- The PlayStation version of Ultimate Sokoban (究極の倉庫番) features themed stages with unique mechanics: boxes that must be stored in an arrangement that completes an electrical circuit; ghosts disguised as boxes that disappear upon storage; and underwater boxes that float unless touched periodically or stored.[24]
- Two titles have variant game modes: Sokoban Special of Tears (涙の倉庫番スペシャル) includes a mode where the player can use tools such as ropes,[25]: 98 and Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国) offers a mode in which the player must push enemies into holes and push puppets onto magic circles.[26]
- One title deviates from the warehouse keeper mechanic: Power Sokoban (Power倉庫番) is an action-puzzle game in which the player shoots orbs and fills holes with rocks.[27]
The following table lists the titles in the Sokoban series.[18][15]
| Title | Release | Platform | Developer | Publisher | Region |
|---|---|---|---|---|---|
| Sokoban (倉庫番) | 1982-1983 | NEC PC-8801 NEC PC-6001mkII NEC PC-8001mkII Fujitsu FM-7 Sharp MZ-2000 Sharp X1 |
Thinking Rabbit | Thinking Rabbit | Japan |
| Sokoban Extra Edition (倉庫番[番外編]) | 1983 | NEC PC-8801 | Thinking Rabbit | PCマガジン (ja) | Japan |
| Sokoban 2 (倉庫番2) | 1984 | NEC PC-9801 NEC PC-8801 NEC PC-6001mkII NEC PC-8001mkII Fujitsu FM-7 Sharp X1 ベーシックマスター#S1 (ja) |
Thinking Rabbit | Thinking Rabbit | Japan |
| Sokoban ROM Pack (倉庫番 ROM Pack) | 1984 | MSX | ASCII | ASCII | Japan |
| Sokoban Tape Pack (倉庫番 Tape Pack) | 1984 | MSX | |||
| Sokoban (倉庫番) | 1985 | Game Pocket Computer | Epoch | Epoch | Japan |
| Sokoban (倉庫番) | 1985 | SG-1000 | Sega | Sega | Japan |
| Sokoban Special of Tears (涙の倉庫番スペシャル) | 1986 | Famicom Disk System | ASCII | ASCII | Japan |
| Soko-Ban | 1988 | IBM PC Commodore 64 Apple II |
Spectrum HoloByte[16] | Spectrum HoloByte | North America |
| Sokoban Perfect (倉庫番Perfect) | 1989 | NEC PC-9801 Sharp X68000 FM Towns |
Thinking Rabbit | Thinking Rabbit | Japan |
| MSX2 | マイクロキャビン (ja) | Micro Cabin | |||
| Sokoban (倉庫番) BoxxleNA |
1989 | Game Boy | Atelier Double[28][29] | Pony CanyonJP FCINA |
Japan, North America |
| 1991NA | |||||
| Sokoban 2 (倉庫番2) Boxxle IINA |
1990 | Game Boy | Atelier Double[30][31] | ||
| 1992NA | |||||
| Sokoban Deluxe (倉庫番Deluxe) | 1990 | Namco System 1 | Namco | Namco | Japan |
| The Greatest Sokoban in History (史上最大の倉庫番) Shove It! The Warehouse GameNA |
1990 | Sega Genesis | 日本コンピュータシステム (ja)[32] | メサイヤ_(ゲームブランド) (ja)JP DreamWorksNA |
Japan, North America |
| Sokoban (倉庫番) | 1990 | Game Gear | Riverhill Soft | Riverhill Soft | Japan |
| Sokoban World (倉庫番World) BoxyboyNA |
1990 1991 |
TurboGrafx-16 | Media Rings | Media RingsJP NECNA |
Japan, North America |
| Sokoban Revenge (倉庫番Revenge) | 1991 | NEC PC-9801 | Thinking Rabbit | Thinking Rabbit | Japan |
| Super Sokoban (Super倉庫番) | 1993 | Super Famicom | Pack-In-Video | Pack-In-Video | Japan |
| Sokoban for Windows (倉庫番 for Windows) | 1995 | Windows | Itochu | Itochu | Japan |
| Sokoban for Macintosh (倉庫番 for Macintosh) | 1996 | Macintosh | |||
| Ultimate Sokoban (究極の倉庫番) | 1996 | PlayStation | |||
| Sokoban Basic (倉庫番ベーシック) | 1997 | PlayStation | |||
| Sokoban Selection (倉庫番セレクション) | 1997 | Windows Macintosh | |||
| Sokoban Special 102 (倉庫番スペシャル102) | 1998 | Windows | Itochu | Fujitsu Parex | Japan |
| Ultimate Sokoban (究極の倉庫番) | 1998 | Windows | Itochu | Itochu | Japan |
| Sokoban Basic 2 (倉庫番ベーシック2) | 1998 | PlayStation | |||
| Sokoban Basic (倉庫番ベーシック) | 1998 | Windows | UNBALANCE (ゲーム会社) (ja) | Unbalance | Japan |
| Power Sokoban (Power倉庫番) | 1999 | Super Famicom | Atelier Double[33][34] | Nintendo | Japan |
| Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国) | 1999 | Game Boy | J・ウイング (ゲーム会社) (ja) | J Wing | Japan |
| Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南) | 1999 | PlayStation | Unbalance | Unbalance | Japan |
| 2000 | Windows | ||||
| Sokoban (倉庫番) | 2000 | Windows | |||
| 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) |
2004 | EZweb | |||
| 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) |
2004-2005 | i-mode | |||
| Konami Wai Wai Sokoban (コナミワイワイ倉庫番) | 2007 | i-mode | Konami[35] | Konami | Japan |
| Sokoban Perfect Plus A-side (倉庫番パーフェクト プラス A面) | 2015 | Windows | Falcon | Thinking Rabbit | Japan |
| Sokoban Perfect Plus B-side (倉庫番パーフェクト プラス B面) | 2015 | Windows | |||
| Sokoban First Step Plus (倉庫番ファーストステップ プラス) | 2016 | Windows | |||
| Sokoban Revenge Reprint (倉庫番リベンジ 復刻版) | 2016 | Windows | |||
| Sokoban Touch | 2016 | Android iOS |
Worldwide | ||
| Sokoban Smart (倉庫番スマート) | 2018 | Windows | Japan | ||
| Chukyo-kun no Sokoban (チュウキョ~くんの倉庫番) | 2018 | Digital terrestrial television | Falcon | Chukyo Television | Japan |
| Dayon no Sokoban (だよんの倉庫番) | 2018 | Digital terrestrial television | Miyagi Television | ||
| Kumojiro no Sokoban (くもジローの倉庫番) | 2018 | Digital terrestrial television | Nippon Television | ||
| Minna no Sokoban (みんなの倉庫番)JP The Sokoban |
2019JP | Nintendo Switch PlayStation 4 |
Unbalance[22][23] | Unbalance | Japan |
| 2021 | Worldwide |
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 criticism for its lack of variety. Tom R. Halfhill observed that all puzzles in Shove It! were essentially the same.[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-hardCite error: Closing </ref> missing for <ref> tag 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][57] 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.[58][59] Despite these advances, many complex Sokoban puzzles are beyond the reach of state-of-the-art solvers.[60][61][62] 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
- Logic puzzle
- Sliding puzzle
- Transport puzzle
- Motion planning
Notes
References
- ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedsokoban-pricai-96 - ↑ 2.0 2.1 (in ja)LOGiN (ja) (ASCII Corporation): 125. August 1983. https://archive.org/details/login-1983.08/page/124/mode/2up.
- ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). Falcon Co., Ltd.. https://sokoban.jp/rule.html. - ↑ 4.0 4.1 4.2 (in ja)MICOMGAMES (Obunsha) 1 (1): 38. December 1983. https://archive.org/details/micomgames-magazine-dec-1983-sokoban/page/3/mode/2up.
- ↑ (in ja)Famicom Tsūshin (ja) (ASCII Corporation): 30. July 1986. https://archive.org/details/famitsu-0003/page/30/mode/2up.
- ↑ 6.0 6.1 6.2 6.3 Andreas Junghanns (1999). Pushing the Limits: New Developments in Single-Agent Search (PhD thesis). University of Alberta. doi:10.7939/R3W95103S.
- ↑ Jean-Noël Demaret; François Van Lishout; Pascal Gribomont (2008). "Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems". pp. 1, 2. https://orbi.uliege.be/bitstream/2268/5895/1/bnaic2008.pdf. Retrieved June 4, 2025.
- ↑ "Aldebaran" (in ja). 月刊マイコン (ja): 22–28. January 1980. https://archive.org/details/micom-1980-01/page/22/mode/2up.
- ↑ 9.0 9.1 "My conversation with Mr Hiroyuki Imabayashi". https://sokoboxes.com/articles/my-conversation-with-mr-hiroyuki-imabayashi.
- ↑ The source does not specify where this occurred, only the timing.
- ↑ 11.0 11.1 "Error: no
|title=specified when using {{Cite web}}" (in ja). Falcon Co., Ltd.. https://sokoban.jp/greeting.html. - ↑ (in ja)LOGiN (ja) (ASCII Corporation): 136–137. December 1983. https://archive.org/details/login-magazine-dec-1983-thinking-rabbit/page/5/mode/2up.
- ↑ (in ja)PCマガジン (ja): 52. August 1983. https://archive.org/details/pc-magazine-aug-1983-sokoban-extra-edition/page/n1/mode/2up.
- ↑ (in ja)LOGiN (ja) (ASCII Corporation): 76. July 1985. https://archive.org/details/logi-n-july-1985/LOGiN%20-%20July%201985/page/n77/mode/2up.
- ↑ 15.0 15.1 Tanaka, Junji; Himabayashi, Hiroyuki; Ishii, M. (1986) (in ja). SCALE. p. 112. ISBN 4-88239-606-8.
- ↑ 16.0 16.1 16.2 16.3 Ellison, Carol (December 1988). "Special Report: Why Japan Can't Write Software". PC Computing (Ziff‑Davis) 1 (5): 113. https://archive.org/details/PC_Computing_1988_12/page/n116/mode/1up.
- ↑ Soko‑Ban (Video game manual). Spectrum Holobyte. 1988. p. 2. https://archive.org/details/stx_Spectrum_HoloByte_Soko-Ban/page/n4/mode/1up.
- ↑ 18.0 18.1 18.2 18.3 "Error: no
|title=specified when using {{Cite web}}" (in ja). Falcon Co., Ltd.. https://sokoban.jp/history.html. - ↑ "Sokoban Official Site" (in ja). Falcon Co., Ltd.. https://www.sokoban.jp/.
- ↑ 20.0 20.1 "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.square-enix.co.jp/mobile/game/pocket/pocket_puzzle.html. - ↑ 21.0 21.1 "Error: no
|title=specified when using {{Cite web}}" (in ja). http://contents.dwango.jp/games/shousai/souko/. - ↑ 22.0 22.1 "The Sokoban (2021) | Switch eShop Game | Nintendo Life". October 7, 2021. https://www.nintendolife.com/games/switch-eshop/sokoban.
- ↑ 23.0 23.1 "The Sokoban - Kotaku". November 28, 2025. https://kotaku.com/games/the-sokoban.
- ↑ (in ja) Ultimate Sokoban 3D Polygon Puzzle & Cinema Manual (Video game manual). Itouchu. 1996. pp. 13–14. https://archive.org/details/usoko/page/n7/mode/1up. Retrieved 2025-11-26.
- ↑ 25.0 25.1 (in ja)ファミリーコンピュータMagazine (ja) (徳間書店 (ja)). 1991-05-24. https://archive.org/details/family-computer-magazine-famicomdiskcard-gameboy-superfamicom-all-catalog-sokoban/mode/1up.
- ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). https://www.asahi-net.or.jp/~ua4s-njm/gb_soft/gpuz03.html. - ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). https://www.nintendo.co.jp/n02/shvc/bpsj/index.html. - ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.double.co.jp/hp1989.htm. - ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.double.co.jp/hp1991.htm. - ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.double.co.jp/hp1990.htm. - ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.double.co.jp/hp1992.htm. - ↑ (in ja)BEEP!メガドライブ (ja) 6 (2): 108. March 1990. https://archive.org/details/beep-megadrive-1990-03/page/108/mode/1up.
- ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.double.co.jp/hp1999.htm. - ↑ Willow, Robin (April 18, 2021). "Power Soukoban – Hardcore Gaming 101" (in en-US). http://www.hardcoregaming101.net/power-soukoban/.
- ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). http://www.gpara.com/article/cms_show.php?c_id=2867&c_num=14. - ↑ (in ja)ポプコム (ja) (Shogakukan): 101. July 1984. https://archive.org/details/popcom-198407/page/100/mode/2up.
- ↑ (in ja)ポプコム (ja) (Shogakukan): 131. June 1984. https://archive.org/details/popcom-198406/page/130/mode/2up.
- ↑ (in ja)ポプコム (ja) (Shogakukan): 29. March 1985. https://archive.org/details/popcom-198503/page/28/mode/2up.
- ↑ (in ja)BEEP!メガドライブ (ja): 56. November 1989. https://archive.org/details/beep-megadrive-1989-11/page/54/mode/1up.
- ↑ Lafe Low (November 1988). "News Line; Made in Japan". inCider: 14. https://archive.org/details/inCider_1988-11/page/n15/mode/1up.
- ↑ "Error: no
|title=specified when using {{Cite web}}" (in ja). Chukyo Television Broadcasting. July 10, 2018. https://www.atpress.ne.jp/news/160010. - ↑ (in ja)ファミコン必勝本 (ja) (88): 87. 1990-02-02. https://archive.org/details/no.-088-1990-02-02/%E3%83%95%E3%82%A1%E3%83%9F%E3%82%B3%E3%83%B3%E5%BF%85%E5%8B%9D%E6%9C%ACNo.088%281990%E5%B9%B402%E6%9C%8802%E6%97%A5%E5%8F%B7%29/page/n87/mode/1up.
- ↑ 43.0 43.1 Wagner, Roy (May 1988). Sipe, Russell. ed. "Puzzling Encounters". Computer Gaming World (Golden Empire Publications) (47): 42–43. http://pdf.textfiles.com/zines/CGW/1988_05_issue47.pdf#page=42.
- ↑ "Computer Entertainer". Computer Entertainer 7 (4): 9. July 1988. https://archive.org/details/computer-entertainer-7-4/page/9/mode/1up.
- ↑ 45.0 45.1 "Soko Ban". Computer and Video Games (EMAP Publishing) (96): 119. November 1989. https://archive.org/details/Computer_Video_Games_Issue_096_1989-11_EMAP_Publishing_GB/page/n118/mode/1up.
- ↑ "Soko-Ban" (in de). Happy Computer (de) (Markt&Technik): 86. January 1988. https://archive.org/details/Happy.Computer.N51.1988.01-Cartman/page/86/mode/1up.
- ↑ 47.0 47.1 Halfhill, Tom R. (June 1990). "Shove It!". Game Player's 2 (6): 45–46. https://segaretro.org/index.php?title=File%3AGamePlayers_US_0206.pdf&page=48.
- ↑ 48.0 48.1 Halfhill, Tom R. (June 1990). "Boxxle". Game Player's 2 (6): 90. https://segaretro.org/index.php?title=File%3AGamePlayers_US_0206.pdf&page=92.
- ↑ 49.0 49.1 Halfhill, Tom R. (December 1990). "Boxy Boy". Game Player's 2 (12): 90. https://segaretro.org/index.php?title=File%3AGamePlayers_US_0212.pdf&page=92.
- ↑ Marçal Mora Cantallops (2023) (in es). Rompecabezas: Cinco décadas de videojuegos y puzles. Héroes De Papel. ISBN 978-84-947149-3-1.
- ↑ 51.0 51.1 Austin Barr; Calvin Chung; Aaron Williams (2021). "Block Dude Puzzles are NP-Hard (and the Rugs Really Tie the Reductions Together)". CCCG (2021). p. 1. https://www.cs.ucf.edu/courses/cot6410/Spring2022/SampleTopics/Games/CLAIMED_JesseChehal_BlackDudePuzzles.pdf#page=2. Retrieved September 26, 2025.
- ↑ Tony Mott (2011). 1001 Video Games You Must Play Before You Die. Tristan de Lancey. p. 96. ISBN 978-1-84403-681-3. https://books.google.com/books?id=olpPoAswgHoC&pg=PT96.
- ↑ Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle". Frontiers in Artificial Intelligence and Applications 222: 140–150. doi:10.3233/978-1-60750-676-8-140. https://www.fi.muni.cz/~xpelanek/publications/stairs2010-final.pdf.
- ↑ Balyo, Tomáš; Froleyks, Nils (2022). "AI Assisted Design of Sokoban Puzzles Using Automated Planning". in Wölfel, Matthias; Bernhardt, Johannes; Thiel, Sonja. Springer. pp. 429–430. doi:10.1007/978-3-030-95531-1_29. ISBN 978-3-030-95531-1.
- ↑ 55.0 55.1 55.2 Lee Meyer (May 17, 2014). "Sokomania 2: Cool Job Review (DSiWare)". https://www.nintendolife.com/reviews/dsiware/sokomania_2_cool_job.
- ↑ 56.0 56.1 56.2 Totten, Christopher W.; Sandoval, Adrian (2024). World Design for 2D Action‑Adventures. CRC Press. pp. 95–97. ISBN 9781032579986.
- ↑ 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.
- ↑ Yaron Shoham; Jonathan Shaeffer (2020). "The FESS Algorithm: A Feature Based Approach to Single-Agent Search". 2020 IEEE Conference on Games (CoG). Osaka, Japan: IEEE. doi:10.1109/CoG47356.2020.9231929. https://ieee-cog.org/2020/papers/paper_44.pdf. Retrieved June 4, 2025.
- ↑ Yaron Shoham (2020). "FESS presentation at the CoG conference (17.5 minutes)" (in en) (video). https://archive.org/details/fess-algorithm.
- ↑ Petr Jarusek; Radek Pelánek (2010). "Difficulty Rating of Sokoban Puzzle". Frontiers in Artificial Intelligence and Applications 222: 140–150. doi:10.3233/978-1-60750-676-8-140. https://www.fi.muni.cz/~xpelanek/publications/stairs2010-final.pdf.
- ↑ "Let's Logic Bots Statistics". https://archive.org/download/lets-logic-bots-statistics/lets-logic-bots-statistics-2024-oct-06.pdf.
- ↑ "Sokoban Solver Statistics - Large Test Suite". https://sokoban-solver-statistics.sourceforge.io/statistics/LargeTestSuite/.
External links
- Official Sokoban site (in Japanese)
- The University of Alberta Sokoban page
