Sokoban


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.
The player can move one square at a time, either horizontally or vertically, onto an empty floor square. 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.
Sokoban requires players to plan several moves ahead and consider all possible outcomes. Careless moves could leave a box permanently trapped against a wall or another box, stuck in a dead end, or permanently preventing access to boxes that still need to be moved. Any such situation creates a deadlock that makes the puzzle unsolvable, regardless of future moves.

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, where players pushed luggage to block radiation. 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. 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.
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. In 1984, Thinking Rabbit released Sokoban 2, which included a puzzle editor. 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. These releases were either developed by Thinking Rabbit or by other companies under license agreements. 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. The official series continued in Japan during the 1990s with new titles for the Super Famicom, Windows, Macintosh, and PlayStation.
Around 2000, Thinking Rabbit became inactive but remained a legal entity. In 2001, the Japanese software company Falcon acquired the copyrights and trademarks for Sokoban and Thinking Rabbit, becoming the official developer and licensor. From 2004 to 2007, Falcon developed several titles for Japanese mobile phones. Between 2015 and 2018, Falcon developed five Sokoban titles for Windows and the smartphone game Sokoban Touch, all of which were published by Falcon under the Thinking Rabbit brand. In 2018, Falcon developed three Sokoban titles for Japanese digital terrestrial television broadcasters. In 2021, Unbalance both developed and published an official title, The Sokoban, for the Nintendo Switch and PlayStation 4.

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 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.
  • Two titles have variant game modes: Sokoban Special of Tears includes a mode where the player can use tools such as ropes, and Sokoban Legend: Land of Light and Darkness offers a mode in which the player must push enemies into holes and push puppets onto magic circles.
  • One title deviates from the warehouse keeper mechanic: Power Sokoban is an action-puzzle game in which the player shoots orbs and fills holes with rocks.
The following table lists the titles in the Sokoban series.
TitleReleasePlatformDeveloperPublisherRegion
Sokoban1982-1983NEC PC-8801
NEC PC-6001mkII
NEC PC-8001mkII
Fujitsu FM-7
Sharp MZ-2000
Sharp X1
Thinking RabbitThinking RabbitJapan
Sokoban Extra Edition1983NEC PC-8801Thinking RabbitJapan
Sokoban 21984NEC PC-9801
NEC PC-8801
NEC PC-6001mkII
NEC PC-8001mkII
Fujitsu FM-7
Sharp X1
Thinking RabbitThinking RabbitJapan
Sokoban ROM Pack1984MSXASCIIASCIIJapan
Sokoban Tape Pack1984MSXASCIIASCIIJapan
Sokoban1985Game Pocket ComputerEpochEpochJapan
Sokoban1985SG-1000SegaSegaJapan
Sokoban Special of Tears1986Famicom Disk SystemASCIIASCIIJapan
Soko-Ban1988IBM PC
Commodore 64
Apple II
Spectrum HoloByteSpectrum HoloByteNorth America
Sokoban Perfect1989NEC PC-9801
Sharp X68000
FM Towns
Thinking RabbitThinking RabbitJapan
Sokoban Perfect1989MSX2Micro CabinJapan
Sokoban
BoxxleNA
1989Game BoyAtelier DoublePony CanyonJP
FCINA
Japan, North America
Sokoban
BoxxleNA
1991NAGame BoyAtelier DoublePony CanyonJP
FCINA
Japan, North America
Sokoban 2
Boxxle IINA
1990Game BoyAtelier DoublePony CanyonJP
FCINA
Japan, North America
Sokoban 2
Boxxle IINA
1992NAGame BoyAtelier DoublePony CanyonJP
FCINA
Japan, North America
Sokoban Deluxe1990Namco System 1NamcoNamcoJapan
The Greatest Sokoban in History
Shove It! The Warehouse GameNA
1990Sega GenesisJP
DreamWorksNA
Japan, North America
Sokoban1990Game GearRiverhill SoftRiverhill SoftJapan
Sokoban World
BoxyboyNA
1990
1991
TurboGrafx-16Media RingsMedia RingsJP
NECNA
Japan, North America
Sokoban Revenge1991NEC PC-9801Thinking RabbitThinking RabbitJapan
Super Sokoban1993Super FamicomPack-In-VideoPack-In-VideoJapan
Sokoban for Windows1995WindowsItochuItochuJapan
Sokoban for Macintosh1996MacintoshItochuItochuJapan
Ultimate Sokoban1996PlayStationItochuItochuJapan
Sokoban Basic1997PlayStationItochuItochuJapan
Sokoban Selection1997Windows
Macintosh
ItochuItochuJapan
Sokoban Special 1021998WindowsItochuFujitsu ParexJapan
Ultimate Sokoban1998WindowsItochuItochuJapan
Sokoban Basic 21998PlayStationItochuItochuJapan
Sokoban Basic1998WindowsUnbalanceJapan
Power Sokoban1999Super FamicomAtelier DoubleNintendoJapan
Sokoban Legend: Land of Light and Darkness1999Game BoyJ WingJapan
Sokoban: Guide to Difficult Puzzles1999PlayStationUnbalanceUnbalanceJapan
Sokoban: Guide to Difficult Puzzles2000WindowsUnbalanceUnbalanceJapan
Sokoban2000WindowsUnbalanceUnbalanceJapan
Sokoban First Step2004EZwebFalconSquare EnixJapan
Sokoban Perfect
2004EZwebFalconSquare EnixJapan
Sokoban First Step2004i-modeFalconDwangoJapan
Sokoban Perfect
2004-2005i-modeFalconDwangoJapan
2007i-modeKonamiKonamiJapan
Sokoban Perfect Plus A-side2015WindowsFalconThinking RabbitJapan
Sokoban Perfect Plus B-side2015WindowsFalconThinking RabbitJapan
Sokoban First Step Plus2016WindowsFalconThinking RabbitJapan
Sokoban Revenge Reprint2016WindowsFalconThinking RabbitJapan
Sokoban Touch2016Android
iOS
FalconThinking RabbitWorldwide
Sokoban Smart2018WindowsFalconThinking RabbitJapan
2018Digital terrestrial televisionFalconChukyo TelevisionJapan
2018Digital terrestrial televisionFalconMiyagi TelevisionJapan
2018Digital terrestrial televisionFalconNippon TelevisionJapan
JP
The Sokoban
2019JPNintendo Switch
PlayStation 4
UnbalanceUnbalanceJapan
JP
The Sokoban
2021Nintendo Switch
PlayStation 4
UnbalanceUnbalanceWorldwide

Reception

The first Sokoban title became a bestseller in Japan, with over 25,000 copies sold by July 1984. Early releases for Japanese home computers, such as the NEC PC-9801 and Sharp X1, sold more than 100,000 copies combined. The MSX version, published by ASCII, sold over 400,000 copies and was considered a commercial success. The U.S. release, Soko-Ban, sold over 50,000 copies by mid-September 1988. By 2018, Chukyo Television Broadcasting reported that the series had sold over 4.1 million copies worldwide since its 1982 debut.
In 1990, Famicom Winning Guide recognized Sokoban as a staple puzzle game, noted for its difficulty, depth, and continued presence across multiple platforms. Reviewers often emphasized the game's addictive nature. Micomgames staff remarked that players would find it difficult to stop playing the first Sokoban. 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. The Computer Entertainer newsletter described the game as fascinating and almost impossible to stop playing. 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.
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. Family Computer magazine's All Catalog supplement described Sokoban for Game Boy as great due to the simplicity of its gameplay, and Computer and Video Games magazine staff described it as one of the Game Boy's "simple but effective puzzle games." 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, and in Computer Gaming World, Wagner summarized it as "very playable and mentally challenging." 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, and reviewing Boxxle for Game Boy, he stated that it required careful planning or plenty of trial and error. 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."
The series faced criticism for its lack of variety. Tom R. Halfhill observed that all puzzles in Shove It! were essentially the same. He also noted that Boxxles gameplay could become repetitive, with only the number and arrangement of crates and the room shape varying. 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.

Legacy

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

Research

The computational problem of solving Sokoban puzzles has been studied using computational complexity theory, and is known to be NP-hard and PSPACE-complete. Solving non-trivial Sokoban puzzles is difficult for computers because of the high branching factor and the considerable search depth. Even small puzzles can require lengthy solutions.
Sokoban puzzles provide a challenging testbed for developing and evaluating automated planning techniques. 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. 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. Despite these advances, many complex Sokoban puzzles are beyond the reach of state-of-the-art solvers. Humans solve such instances by breaking down puzzles into subproblems, recognizing patterns and exceptions, and drawing on learning from prior puzzles.