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Sokoban

From Wikipedia, the free encyclopedia
Puzzle video game series

Video game series
Sokoban
Sokoban official fan kit banner
GenrePuzzle
DevelopersThinking Rabbit
ASCII
Itochu
Unbalance [ja]
Falcon
Other
PublishersThinking Rabbit
ASCII
Itochu
Unbalance [ja]
CreatorHiroyuki Imabayashi
Platforms
First releaseSokoban
1982
Latest releaseThe Sokoban
2021

Sokoban[a] is apuzzle video game series in which the player pushes boxes in a warehouse to get them onto storage locations. The game is viewed from atop-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 causing a deadlock, a situation where a box or the player becomes permanently trapped, making the puzzle unsolvable.

Hiroyuki Imabayashi created the firstSokoban 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. releaseSoko-Ban. In 2001, Falcon acquired theSokoban 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.

Due to the creation of numerousclones, the name "Sokoban," a registered trademark, has becomegenericized 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

[edit]
The puzzles inSokoban 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 fromabove 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

[edit]

In 1981, Hiroyuki Imabayashi created the firstSokoban game for theNEC PC-8001 as a hobby, featuring text-based graphics and five original levels. The core mechanic was inspired byHudson Soft's 1980 gameAldebaran #1 for theMZ-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 theNEC PC-8801, enhancing the graphics and expanding it to twenty levels. In 1982, he foundedThinking Rabbit inTakarazuka,Japan, and released the NEC PC-8801 version as the first commercialSokoban game in December.[11][12]

In 1983, the Japanese magazinePC Magazine publishedSokoban Extra Edition as atype-in program with ten new puzzles, developed by Thinking Rabbit on request.[13] In 1984, Thinking Rabbit releasedSokoban 2, which included a puzzle editor.[14] Throughout the 1980s, new titles appeared on various Japanese platforms, includinghome computers such as theMSX andPC-9801, andconsoles like theFamicom,Sega SG-1000,Sega Mega Drive, andGame Boy.[15] These releases were either developed by Thinking Rabbit or by other companies under license agreements.[11] In 1987,Spectrum HoloByte in California licensedSokoban from Japan'sASCII, adapted the MSX version forIBM PC,Apple II, andCommodore 64, added features for the U.S. market, and released it asSoko-Ban in early 1988.[16][17] The official series[18] continued in Japan during the 1990s with new titles for theSuper Famicom,Windows,Macintosh, andPlayStation.[19]

Around 2000, Thinking Rabbit became inactive but remained a legal entity.[9] In 2001, the Japanese software company Falcon acquired the copyrights forSokoban,[20] becoming the official developer and licensor. From 2004 to 2007, Falcon developed several titles for Japanesemobile phones.[21][22] Between 2015 and 2018, Falcon developed fiveSokoban titles for Windows and thesmartphone gameSokoban Touch (2016), all of which were published by Falcon under the Thinking Rabbit brand.[19][23] In 2018, Falcon developed threeSokoban titles for Japanesedigital terrestrial television broadcasters.[24] In 2021, Unbalance both developed and published an official title,The Sokoban, for theNintendo Switch[25] andPlayStation 4.[26]

Games

[edit]

Since its debut in 1982, more than 40 officialSokoban games have been released on various platforms, primarily in Japan but also internationally. Most titles are standalone, with a few sequels.[19] The core mechanic of pushing boxes to storage locations has remained consistent in nearly all official titles,[3] with the following exceptions:

  • The PlayStation version ofUltimate 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.[27]
  • Two titles have variantgame 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,[28]: 98  andSokoban 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.[29]
  • 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.[30]

The following table lists the titles in theSokoban series.[19][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[31]Thinking RabbitJapan
Sokoban Extra Edition (倉庫番[番外編])1983NEC PC-8801Thinking Rabbit[13]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 Rabbit[31]Thinking RabbitJapan
Sokoban (倉庫番) (ROM pack)1984MSXASCII[32]ASCIIJapan
Sokoban Toolkit (倉庫番ツールキット) (Tape pack)1984MSXSeiji Nishikawa[33]
Sokoban (倉庫番)1985Game Pocket ComputerEpoch[34]EpochJapan
Sokoban (倉庫番)1985SG-1000Sega[35]SegaJapan
Sokoban Special of Tears (涙の倉庫番スペシャル)1986Famicom Disk SystemASCII[36]ASCIIJapan
Soko-Ban1988IBM PC
Commodore 64
Apple II
Spectrum HoloByte[16]Spectrum HoloByteNorth America
Sokoban Perfect (倉庫番Perfect)1989NEC PC-9801Thinking Rabbit[37]Thinking RabbitJapan
NEC PC-8801Thinking Rabbit[38]
Sharp X68000Thinking Rabbit[39]
Sharp X1Thinking Rabbit[40]
FM TownsThinking Rabbit[41]
MSX2Micro Cabin [ja][42]Micro Cabin
Sokoban (倉庫番)
BoxxleNA
1989Game BoyAtelier Double[43][44]Pony CanyonJP
FCINA
Japan, North America
1991NA
Sokoban 2 (倉庫番2)
Boxxle IINA
1990Game BoyAtelier Double[45][46]
1992NA
Sokoban Deluxe (倉庫番Deluxe)1990Namco System 1Namco[47]NamcoJapan
The Greatest Sokoban in History (史上最大の倉庫番)
Shove It! The Warehouse GameNA
1990Sega GenesisNCS [ja][48][49]Masaya [ja]JP
DreamWorksNA
Japan, North America
Sokoban (倉庫番)1990Game GearRiverhill Soft[50]Riverhill SoftJapan
Sokoban World (倉庫番World)
BoxyboyNA
1990
1991
TurboGrafx-16Media Rings[51][52]Media RingsJP
NECNA
Japan, North America
Sokoban Revenge (倉庫番Revenge)1991NEC PC-9801Thinking Rabbit[53]Thinking RabbitJapan
Sokoban Revenge SX-68K (倉庫番リベンジ SX-68K)1993Sharp X68000Thinking Rabbit[54]Sharp[54]Japan
Super Sokoban (Super倉庫番)1993Super FamicomPack-In-Video[55]Pack-In-VideoJapan
Sokoban for Windows (倉庫番 for Windows)1995WindowsItochu[56]
Outback[56]
ItochuJapan
Sokoban for Macintosh (倉庫番 for Macintosh)1996MacintoshItochu[57]
Ultimate Sokoban (究極の倉庫番)1996PlayStationThinking Rabbit[58]
Sokoban Basic (倉庫番ベーシック)1997PlayStationOutback[59]
Sokoban Selection (倉庫番セレクション)1997WindowsItochu[60]
Outback[60]
1997MacintoshItochu[61]
Sokoban Special 102 (倉庫番スペシャル102)1998WindowsItochu[62]
Outback[62]
Fujitsu ParexJapan
Ultimate Sokoban (究極の倉庫番)1998WindowsItochu[63]
Outback[64]
ItochuJapan
Sokoban Basic 2 (倉庫番ベーシック2)1998PlayStationSoft Office[65]
Thinking Rabbit[65]
UnbalanceJapan
Power Sokoban (Power倉庫番)1999Super FamicomAtelier Double[66][67]NintendoJapan
Sokoban Legend: Land of Light and Darkness (倉庫番伝説 光と闇の国)1999Game BoyJ Wing [ja][29]J WingJapan
Sokoban: Guide to Difficult Puzzles (倉庫番 難問指南)1999PlayStationThinking Rabbit[68]
Three D[68]
UnbalanceJapan
2000WindowsUnbalance[69]
Sokoban (倉庫番)2000WindowsUnbalance[70]
Sokoban First Step (倉庫番ファーストステップ)2004EZwebFalcon[21]Square EnixJapan
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)2004i-modeFalcon[22]DwangoJapan
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-modeKonami[71]KonamiJapan
Sokoban Perfect Plus A-side (倉庫番パーフェクト プラス A面)2015WindowsFalcon[72]Thinking 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)2016WindowsFalcon[73]
Sokoban Revenge Reprint (倉庫番リベンジ 復刻版)2016WindowsFalcon[74]
Sokoban Touch2016Android
iOS
Falcon[24]Thinking RabbitWorldwide
Sokoban Smart (倉庫番スマート)2018WindowsFalcon[75]Thinking RabbitJapan
Chukyo-kun no Sokoban (チュウキョ~くんの倉庫番)2018Digital terrestrial televisionFalcon[24]Chukyo TelevisionJapan
Dayon no Sokoban (だよんの倉庫番)2018Digital terrestrial televisionMiyagi Television
Kumojiro no Sokoban (くもジローの倉庫番)2018Digital terrestrial televisionNippon Television
Minna no Sokoban (みんなの倉庫番)JP
The Sokoban
2019JPNintendo Switch
PlayStation 4
Unbalance[24]UnbalanceJapan
2021Worldwide

Reception

[edit]

The firstSokoban title became a bestseller in Japan, with over 25,000 copies sold by July 1984.[76][31][77] Early releases for Japanese home computers, such as the NEC PC-9801 and Sharp X1, sold more than 100,000 copies combined.[78] The MSX version, published by ASCII, sold over 400,000 copies and was considered a commercial success.[16][79] 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.[80]

Reviewers often emphasized the game's addictive nature. In 1983,Micomgames staff remarked that players would find it difficult to stop playingSokoban.[4] In 1988, Roy Wagner ofComputer Gaming World suggested that anyone trying the US version,Soko-Ban, would likely remain absorbed for an extended period.[81] TheComputer Entertainer newsletter described the game as fascinating and almost impossible to stop playing.[82] In its console reviews,Computer and Video Games magazine calledSokoban for Game Boy "an infuriatingly addictive little title" and compared its appeal toTetris.[83] In 1990,Famicom Winning Guide recognizedSokoban as a staple puzzle game, citing its difficulty, depth, and continued presence across multiple platforms.[84]

Commentators often highlighted one or more aspects of the game: its simplicity, the level of thought it required of players, or its challenging nature.Micomgames staff described the firstSokoban title as simple yet requiring deep thought comparable to playingGo orShogi.[4]Family Computer magazine'sAll Catalog supplement describedSokoban for Game Boy as great due to the simplicity of its gameplay,[28]: 199  andComputer and Video Games magazine staff described it as one of the Game Boy's "simple but effective puzzle games."[83] Writing forMSX Magazine [ja] in 1989, a reviewer citedSokoban as the representative example of a purely logic-based puzzle, distinguishing it from puzzles that incorporate action elements such as enemies or time pressure, and those involving elements of chance.[85] Reviewers for the German magazineHappy Computer praisedSoko-Ban as a brilliant logic puzzle that kept players thinking without pressure and recommended that players carefully observe a level before moving a box,[86] and inComputer Gaming World, Wagner summarized it as "very playable and mentally challenging."[81] InGame Player's magazine, Tom R. Halfhill reviewedShove It! for the Sega Genesis, noting it was challenging and would require players to plan their moves carefully,[87] and reviewingBoxxle for Game Boy, he stated that it required careful planning or plenty of trial and error (usually both).[88] He later commented onBoxyboy for the TurboGrafx-16 that while the initial rooms were not difficult, players would eventually encounter one that "seems impossible."[89]

The series faced occasional criticism for a lack of variety. Tom R. Halfhill wrote that the puzzles inShove It! were "essentially the same",[87] and noted that inBoxxle, variation was limited to crate count, placement, and room shape.[88] ReviewingBoxyboy, he described it as "virtually identical" to the others, concluding that all three games required players to enjoy solving the same type of puzzle repeatedly.[89]

Legacy

[edit]

Numerousclones have been created,[90] and the term "Sokoban," a registered trademark,[20] has becomegenericized to describe the genre.[91] Thousands of custom Sokoban puzzles, ranging in difficulty, are freely available online,[92][93] along with software tools such as solvers[94] and solution optimizers.[91] Puzzles resemblingSokoban, involving pushing boxes or similar obstacles to the correct targets, have been present in gaming,[95] particularly in 1980s and 1990s action-adventure games with grid-based movement.[96]The Legend of Zelda series and titles such asAdventures of Lolo (1989) andLIT (2009) incorporate Sokoban-style elements into their gameplay;[95] 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.[96]Resident Evil 2 (1998) includes a puzzle similar toSokoban in which two statues must be pushed onto corresponding marked floor areas, with the correct matching inferred.[96] Additionally, Sokoban-like games such asSokomania 2 (2014) introduce new mechanics, including switches and conveyor belts.[95]

Research

[edit]

The computational problem of solving Sokoban puzzles has been studied usingcomputational complexity theory, and is known to beNP-hard[97][98] andPSPACE-complete.[99][100] Solving non-trivial Sokoban puzzles is difficult for computers because of the highbranching factor (many legal pushes at each turn) and the considerablesearch depth (many pushes needed to reach a solution).[101][102] Even small puzzles can require lengthy solutions.[103]

Sokoban puzzles provide a challenging testbed for developing and evaluatingautomated planning techniques.[104] The first documented automated solver, Rolling Stone, was developed at theUniversity of Alberta. It employed a conventional search algorithm enhanced with domain-specific techniques such as deadlock detection.[6][105] A later solver, Festival, introduced the FESS search algorithm and became the first automatic system to solve the standard XSokobanbenchmark, a suite of ninety puzzles with a ten-minute per-puzzle time limit that had eluded a complete solution for more than twenty years.[106][107] Despite these advances, Sokoban puzzles that have been solved by humans are beyond the reach ofstate-of-the-art solvers.[93][108][109] 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

[edit]

Notes

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

References

[edit]
  1. ^abYoshio Murase; Hitoshi Matsubara; Yuzuru Hiraga (1996). Norman Foo; Randy Goebel (eds.).Automatic Making of Sokoban Problems. Springer Science & Business Media. p. 592.ISBN 978-3-540-61532-3.
  2. ^ab倉庫番 [Sokoban].LOGiN [ja] (in Japanese).ASCII Corporation. August 1983. p. 125.
  3. ^ab倉庫番とは [What is Sokoban].Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived fromthe original on January 28, 2026. RetrievedFebruary 9, 2026.
  4. ^abcPART 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. ^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. ^abcdAndreas Junghanns (1999).Pushing the Limits: New Developments in Single-Agent Search (PhD thesis). University of Alberta.doi:10.7939/R3W95103S.
  7. ^Jean-Noël Demaret; François Van Lishout; Pascal Gribomont (2008).Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems(PDF). pp. 1, 2. Archived fromthe original(PDF) on June 4, 2025. RetrievedJune 4, 2025.
  8. ^"Aldebaran".Monthly Mycom [ja] (in Japanese). January 1980. pp. 22–28.
  9. ^ab"My conversation with Mr Hiroyuki Imabayashi". Archived fromthe original on February 9, 2026. RetrievedFebruary 9, 2026.
  10. ^The source does not specify where this occurred, only the timing.
  11. ^abごあいさつ [Greetings].Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived fromthe original on January 16, 2026. RetrievedFebruary 9, 2026.
  12. ^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.
  13. ^ab倉庫番[番外編] [Sokoban Extra Edition].PC Magazine [ja] (in Japanese). August 1983. p. 52.
  14. ^倉庫番2 [Sokoban 2].LOGiN [ja] (in Japanese).ASCII Corporation. July 1985. p. 76.
  15. ^abTanaka, Junji; Himabayashi, Hiroyuki; Ishii, M. (1986).THE 倉庫番 [The Sokoban] (in Japanese). SCALE. p. 112.ISBN 4-88239-606-8.
  16. ^abcdEllison, Carol (December 1988)."Special Report: Why Japan Can't Write Software".PC Computing. Vol. 1, no. 5. Ziff‑Davis. p. 113.
  17. ^Soko‑Ban (Video game manual). Spectrum Holobyte. 1988. p. 2.
  18. ^THINKING RABBIT official site.Thinkingrabbit.jp (in Japanese). Falcon Co., Ltd. Archived fromthe original on December 31, 2025. RetrievedFebruary 11, 2026.倉庫番シリーズ [Sokoban series]
  19. ^abcd倉庫番の歴史 [The History of Sokoban].Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived fromthe original on November 17, 2025. RetrievedFebruary 9, 2026.
  20. ^ab"Sokoban Official Site".Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived fromthe original on February 9, 2026. RetrievedFebruary 9, 2026.
  21. ^abスクウェア・エニックス ポケットパズル [Square Enix Pocket Puzzle] (in Japanese). Archived fromthe original on December 14, 2005.
  22. ^ab伝説の名作パズル:倉庫番 [The Legendary Masterpiece Puzzle: Sokoban] (in Japanese). Archived fromthe original on May 2, 2007.
  23. ^The source distinguishes between the former legal entity Thinking Rabbit Co., Ltd. ((有)シンキングラビット) and the brand name Thinking Rabbit (シンキングラビット) owned by Falcon.
  24. ^abcdラインナップ [Lineup].Sokoban.jp (in Japanese). Falcon Co., Ltd. Archived fromthe original on February 13, 2026. RetrievedFebruary 13, 2026.
  25. ^"The Sokoban (2021) | Switch eShop Game | Nintendo Life".Nintendo Life. October 7, 2021. Archived fromthe original on January 20, 2026. RetrievedJanuary 20, 2026.
  26. ^"The Sokoban - Kotaku".Kotaku. November 28, 2025. Archived fromthe original on January 21, 2026. RetrievedJanuary 21, 2026.
  27. ^Ultimate Sokoban 3D Polygon Puzzle & Cinema Manual (Video game manual) (in Japanese). Itouchu. 1996. pp. 13–14. RetrievedNovember 26, 2025.
  28. ^ab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 [Family Computer Disk Card, Game Boy, Super Famicom All Catalog].Family Computer [ja] (in Japanese).Tokuma Shoten [ja]. May 24, 1991.
  29. ^abPuzzle GAMES! – 倉庫番伝説・光と闇の国 [Puzzle GAMES! – Sokoban Legend: Land of Light and Darkness] (in Japanese). Archived fromthe original on November 4, 2025. RetrievedNovember 4, 2025.
  30. ^POWER 倉庫番 [Power Sokoban].Nintendo (in Japanese). Archived fromthe original on November 3, 2025. RetrievedNovember 3, 2025.
  31. ^abcソフトハウス訪問 [Visiting a Software Company].POPCOM [ja] (in Japanese).Shogakukan. June 1984. p. 131.
  32. ^ASCII.倉庫番 [Sokoban] (MSX) (in Japanese). Scene: opening.
  33. ^ASCII.倉庫番ツールキット [Sokoban Toolkit] (MSX) (in Japanese). Scene: opening.
  34. ^倉庫番 [Sokoban] (Cartridge label). Game Pocket Computer (in Japanese).
  35. ^Sega.倉庫番 [Sokoban] (SG-1000) (in Japanese). Scene: title screen.
  36. ^ASCII.涙の倉庫番スペシャル [Sokoban Special of Tears] (Famicom Disk System) (in Japanese). Scene: title screen.
  37. ^Thinking Rabbit.倉庫番Perfect [Sokoban Perfect] (NEC PC-9801) (in Japanese). Scene: title screen.
  38. ^Thinking Rabbit.倉庫番Perfect [Sokoban Perfect] (NEC PC-8801) (in Japanese). Scene: title screen.
  39. ^Thinking Rabbit.倉庫番Perfect [Sokoban Perfect] (Sharp X68000) (in Japanese). Scene: title screen.
  40. ^Thinking Rabbit.倉庫番Perfect [Sokoban Perfect] (Sharp X1) (in Japanese). Scene: title screen.
  41. ^Thinking Rabbit.倉庫番Perfect [Sokoban Perfect] (FM Towns) (in Japanese). Scene: title screen.
  42. ^"ja:あの伝説の世界へ" [To that legendary world].MSX Magazine [ja] (in Japanese). Vol. 8, no. 2.ASCII. February 1990. p. 37.
  43. ^履歴1989 [History 1989].Atelier Double (in Japanese). Archived fromthe original on May 26, 2000.
  44. ^履歴1991 [History 1991].Atelier Double (in Japanese). Archived fromthe original on June 18, 2000.
  45. ^履歴1990 [History 1990].Atelier Double (in Japanese). Archived fromthe original on June 18, 2000.
  46. ^履歴1992 [History 1992].Atelier Double (in Japanese). Archived fromthe original on June 18, 2000.
  47. ^Namco.倉庫番Deluxe [Sokoban Deluxe] (Namco System 1) (in Japanese). Scene: title screen.
  48. ^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.
  49. ^Shove It! The Warehouse Game (Box back cover). Sega Genesis.
  50. ^Riverhill Soft.倉庫番 [Sokoban] (Sega Game Gear) (in Japanese). Scene: title screen.
  51. ^Media Rings.倉庫番World [Sokoban World] (TurboGrafx-16) (in Japanese). Scene: title screen.
  52. ^Media Rings.Boxyboy (TurboGrafx-16). Scene: title screen.
  53. ^Thinking Rabbit.倉庫番Revenge [Sokoban Revenge] (NEC PC-9801) (in Japanese). Scene: title screen.
  54. ^ab"倉庫番リベンジ SX-68K" [Sokoban Revenge SX-68K].Oh!X [ja] (in Japanese). Vol. 12, no. 5. SoftBank. May 1993. pp. 5, 28.
  55. ^Pack-In-Video.Super倉庫番 [Super Sokoban] (Super Famicom) (in Japanese). Scene: title screen.
  56. ^abItochu; Outback.倉庫番 for Windows [Sokoban for Windows] (Windows) (in Japanese). Scene: about screen.
  57. ^倉庫番 for Macintosh [Sokoban for Macintosh] (Box back cover). Macintosh (in Japanese).
  58. ^究極の倉庫番 [Ultimate Sokoban] (Back cover). PlayStation (in Japanese).
  59. ^倉庫番ベーシック [Sokoban Basic] (Back cover). PlayStation (in Japanese).
  60. ^abItochu; Outback.倉庫番セレクション [Sokoban Selection] (Windows) (in Japanese). Scene: about screen.
  61. ^倉庫番セレクション [Sokoban Selection] (Box back cover). Macintosh (in Japanese).
  62. ^abItochu; Outback.倉庫番スペシャル102 [Sokoban Special 102] (Windows) (in Japanese). Scene: about screen.
  63. ^Itochu.究極の倉庫番 [Ultimate Sokoban] (Windows) (in Japanese). Scene: title screen.
  64. ^究極の倉庫番 [Ultimate Sokoban] (Back cover). Windows (in Japanese).
  65. ^ab倉庫番ベーシック2 [Sokoban Basic 2] (Back cover). PlayStation (in Japanese).
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