Sokoban Explained

Sokoban
Genre:Puzzle
Creator:Hiroyuki Imabayashi
First Release Version:Sokoban
First Release Date:1982
Latest Release Version:The Sokoban
Latest Release Date:2021
Developer:Thinking Rabbit
ASCII
Itochu

Falcon
Publisher:Thinking Rabbit
ASCII
Itochu

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 causing a deadlock, a situation 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 1982. After that first release, Thinking Rabbit and its licensed partners developed new titles until 2000. The series debuted internationally in 1988 with the U.S. release Soko-Ban. Falcon, a Japanese software company, acquired the Sokoban rights in 2001. Since then, new installments 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.

Sokoban's core mechanics have been replicated in numerous clones. The series has inspired thousands of community-created puzzles, as well as Sokoban-like games. The Sokoban puzzle concept of pushing boxes to clear a path or 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.[1] 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.[2]

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,[1] stuck in a dead end,[3] or permanently prevent access to boxes that still need to be moved. Any such situation creates a deadlock that makes the puzzle unsolvable, regardless of future moves,[4] unless the player undoes enough steps.

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.[5] The core mechanic was inspired by Hudson Soft's 1980 game Aldebaran #1 for the MZ-80K,[6] where players pushed luggage to block radiation.[7] 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.[8] 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.[9] Imabayashi then began preparation for Sokoban as a product; using the machine from the computer section, he ported the game to the NEC PC-8801, enhancing the graphics and expanding it to twenty levels. He founded Thinking Rabbit, and Sokoban was released as its first commercial title. Sources differ on the timeline: official records report a 1982 founding and a December 1982 release,[10] while a book states a June 1983 debut for both company and game; separately, a magazine states that Sokoban was released in May 1983 and the company was incorporated in June 1983.

In August 1983, the Japanese magazine PC Magazine published Sokoban Extra Edition as a type-in program with ten new puzzles, developed by Thinking Rabbit at the magazine's request.[11] In 1984, Thinking Rabbit released Sokoban 2, which included a puzzle editor.[12] 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.[13] These releases were developed either by Thinking Rabbit or by other companies under license agreements.[8] 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.[14] [15] Falcon, a Japanese software company, trademarked the game's kanji name "" in 1988.[16] New titles in the official series[17] were released in Japan throughout the 1990s for platforms including the Super Famicom, Windows, Macintosh, and PlayStation.

Around 2000, Thinking Rabbit became inactive but remained a legal entity.[7] In 2001, Falcon acquired the copyrights for Sokoban,[18] and trademarked the Latin-script name "Sokoban" in 2003[19] and the name "Thinking Rabbit" in 2011.[20] From 2004 to 2007, Falcon developed several titles for Japanese mobile phones.[21] [22] Between 2015 and 2018, Falcon developed five Sokoban titles for Windows and the smartphone game Sokoban Touch (2016), publishing each under the Thinking Rabbit brand.[23] Notably, Falcon bundled four of these Windows titles into the (2016) to commemorate the series' 35th anniversary, which was published by . Falcon developed three Sokoban titles for Japanese digital terrestrial television broadcasters in 2018.[24] Unbalance developed and published an official title in 2021, The Sokoban, for the Nintendo Switch[25] and PlayStation 4.[26]

Games

Sokoban has a fixed set of gameplay rules; however, certain official releases have expanded the rules or introduced variations on the core mechanics. For example, the PlayStation version of features a themed stage where boxes must be stored in an arrangement that completes an electrical circuit. includes a game mode allowing the use of tools such as ropes, and offers a mode in which the player must push enemies into holes and push puppets onto magic circles.[27] Conversely, is an action-puzzle game that deviates from the warehouse keeper mechanic; the player shoots orbs and fills holes with boulders.[28] [29]

More than 20 official Sokoban titles have been released across over 30 platforms. The following table lists titles in the Sokoban series; it is not exhaustive.

TitleReleasePlatformDeveloperPublisherRegion
1982-1983NEC PC-8801
NEC PC-6001mkII
NEC PC-8001mkII
Fujitsu FM-7
Sharp MZ-2000
Sharp X1
Thinking RabbitThinking RabbitJapan
1983NEC PC-8801Thinking RabbitJapan
1984NEC PC-9801
NEC PC-8801
NEC PC-6001mkII
NEC PC-8001mkII
Fujitsu FM-7
Sharp X1
Thinking RabbitThinking RabbitJapan
(ROM pack)1984MSXASCII[30] ASCIIJapan
(Tape pack)1984MSXSeiji Nishikawa[31]
1985Game Pocket ComputerEpoch[32] EpochJapan
1985SG-1000Sega[33] SegaJapan
1986Famicom Disk SystemASCII[34] ASCIIJapan
Soko-Ban1988IBM PC
Commodore 64
Apple II
Spectrum HoloByteSpectrum HoloByteUS
MirrorsoftUK[35]
North America, Europe
1989NEC PC-9801Thinking Rabbit[36] Thinking RabbitJapan
NEC PC-8801Thinking Rabbit[37]
Sharp X68000Thinking Rabbit[38]
Sharp X1Thinking Rabbit[39]
FM TownsThinking Rabbit[40]
MSX2[41] Micro Cabin

BoxxleNA,EU
1989Game BoyAtelier Double[42] [43] Pony CanyonJP
FCINA
FCI FranceEU
Japan, North America, Europe
1990NA[44]
1991EU

Shove It! The Warehouse GameNA
1990Sega Genesis[45] [46] JP
DreamWorksNA
Japan, North America
1990NA[47]

BoxyboyNA
1990TurboGrafx-16Media Rings[48] [49] Media RingsJP
NECNA
Japan, North America
1990NA[50]

Boxxle IINA
1990[51] Game BoyAtelier Double[52] Pony CanyonJP
FCI AmericaNA
Japan, North America
1992NA
1990Namco System 1Namco[53] NamcoJapan
1990Game GearRiverhill Soft[54] Riverhill SoftJapan
1991NEC PC-9801Thinking Rabbit[55] Thinking RabbitJapan
1993Sharp X68000Thinking Rabbit[56] SharpJapan
1993Super FamicomPack-In-Video[57] Pack-In-VideoJapan

(for Windows/for Macintosh)
1995WindowsOutback[58] ItochuJapan
1996MacintoshOutback[59]
1996PlayStationThinking Rabbit[60] ItochuJapan
1998WindowsOutback[61]
1997PlayStationOutback[62] ItochuJapan
1997WindowsOutback[63]
1997MacintoshOutback[64]
1998WindowsOutback[65] Fujitsu ParexJapan
1998PlayStationSoft Office[66]
Thinking Rabbit
UnbalanceJapan
1999Super FamicomAtelier Double[67] NintendoJapan
1999Game BoyJ WingJapan
1999PlayStationThinking Rabbit[68]
Three D
UnbalanceJapan
2000WindowsUnbalance[69]
2000WindowsUnbalance[70]
2004EZwebFalconSquare EnixJapan

(1/2/3)
2004EZweb
2004i-modeFalconDwangoJapan

(1-1/1-2/1-3/2-1/2-2/2-3/3-1/3-2/3-3)
2004-2005i-mode
2007i-modeKonami[71] KonamiJapan
2015WindowsFalcon[72] Thinking RabbitJapan
2015Windows
2016WindowsFalcon[73]
2016WindowsFalcon[74]
Sokoban Touch2016Android
iOS
FalconThinking RabbitWorldwide
2016WindowsFalcon[75] Japan
2018WindowsFalcon[76] Thinking RabbitJapan
2018Digital terrestrial televisionFalconChukyo TelevisionJapan
2018Digital terrestrial televisionMiyagi Television
2018Digital terrestrial televisionNippon Television
JP
The Sokoban
2019JPNintendo Switch
PlayStation 4
UnbalanceUnbalanceJapan
2021Worldwide

Reception

The first Sokoban title became a bestseller in Japan, with over 25,000 copies sold by July 1984.[77] [78] [79] Junji Tanaka wrote that the first level of the PC-8801 version perplexed puzzle enthusiasts upon release. Titles for Japanese home computers, such as the NEC PC-9801 and Sharp X1, were said to have sold more than 100,000 copies combined.[80] The MSX version alone, published by ASCII, sold over 400,000 copies and was considered a commercial success.[81] The U.S. release, Soko-Ban, sold over 50,000 copies by mid-September 1988. By, after 13 years of availability, the series had sold over one million copies;[82] By, after 15 years, total sales, including for PlayStation exceeded 1.4 million units across all platforms, including game consoles, word processors, and electronic organizers.[83] By 2018, Chukyo Television Broadcasting reported that the series had sold over 4.1 million copies worldwide since its 1982 release.[84]

Reviewers often emphasized the game's addictive nature. In 1983, Micomgames staff remarked that players would find it difficult to stop playing Sokoban.[85] 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.[86] The Computer Entertainer newsletter described the game as "fascinating" and "almost impossible to stop playing".[87] In its console reviews, Computer and Video Games magazine called Sokoban for Game Boy "an infuriatingly addictive little title" and said its appeal was "not far off" from Tetris.[88] In 1990, Famicom Winning Guide recognized Sokoban as a staple puzzle game, citing its difficulty, depth, and continued presence across multiple platforms.[89]

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 first Sokoban title as simple yet requiring deep thought comparable to playing Go or Shogi. The 1988 book Video Games: Complete Collection of TV Games described Sokoban as a pure computer-based puzzle game with a logic akin to Japanese disentanglement puzzles. It stated that while the game appears simple, the boxes are "cleverly" arranged; some levels require moving other boxes for twenty moves just to shift a single target box one space.

In 1989, writing for , a reviewer cited Sokoban 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.[90] Family Computer magazine's All Catalog supplement described Sokoban for Game Boy as great due to the simplicity of its gameplay,[91] 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,[92] 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,[93] and reviewing Boxxle for Game Boy, he stated that it required careful planning or plenty of trial and error (usually both).[94] 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."[95]

The series faced occasional criticism for a lack of variety. Tom R. Halfhill wrote that the puzzles in Shove It! were "essentially the same",[93] and noted that in Boxxle, variation was limited to crate count, placement, and room shape.[94] Reviewing Boxyboy, 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.[95]

Legacy

The 1988 book Video Games: Complete Collection of TV Games credits Sokoban with sparking a "puzzle game boom" in the Japanese personal computer market starting in 1983 and continuing for a time.[96] In the decades since, the series has attracted many enthusiasts in Japan and overseas.[97] The game's core mechanics have been replicated in numerous clones across a wide variety of platforms, including the web.[98] The Sokoban community has created thousands of puzzles,[99] distinct from the official releases, ranging in difficulty and often freely available online.[100] [101] 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.[102] The Legend of Zelda series and titles such as Adventures of Lolo (1989) and LIT (2009) incorporate Sokoban-style elements into their gameplay; for example, (1991) has a puzzle in which blocks must be arranged to clear a path to a treasure chest. 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. Additionally, Sokoban-like games such as Sokomania 2 (2014) introduce new mechanics, including switches and conveyor belts.[103]

Research

The computational problem of solving Sokoban puzzles has been studied using computational complexity theory, and is known to be NP-hard[104] [105] and PSPACE-complete.[106] [107] 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).[108] [109] Even small puzzles can require lengthy solutions.[110]

Sokoban puzzles provide a challenging testbed for developing and evaluating automated planning techniques.[111] 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.[112] [113] 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.[114] [115] Despite these advances, Sokoban puzzles that have been solved by humans are beyond the reach of state-of-the-art solvers.[101] [116] [117] Humans solve such instances by breaking down puzzles into subproblems, recognizing patterns and exceptions, and drawing on learning from prior puzzles.

See also

External links

Notes and References

  1. ja . . . August 1983 . ja:倉庫番 . Sokoban . 125 . https://archive.org/details/login-1983.08/page/124/mode/2up.
  2. Web site: ja . ja:倉庫番とは . What is Sokoban . https://sokoban.jp/rule.html . February 9, 2026 . January 28, 2026 . https://web.archive.org/web/20260128075006/https://sokoban.jp/rule.html . Sokoban.jp . Falcon Co., Ltd..
  3. ja . . . July 1986 . ja:こうなるとアウトだよ . If it gets to this, it's unsolvable . 30 . https://archive.org/details/famitsu-0003/page/30/mode/2up.
  4. Jean-Noël Demaret . François Van Lishout . Pascal Gribomont . Hierarchical Planning and Learning for Automatic Solving of Sokoban Problems . 2008 . June 4, 2025 . June 4, 2025. https://web.archive.org/web/20250604182501/https://orbi.uliege.be/bitstream/2268/5895/1/bnaic2008.pdf . 1–2.
  5. ja . . . December 1983 . ja: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! . 136–139 . https://archive.org/details/login-magazine-dec-1983-thinking-rabbit/page/6/mode/1up.
  6. ja . . January 1980 . Aldebaran . 22–28 .
  7. Web site: My conversation with Mr Hiroyuki Imabayashi . February 9, 2026 . February 9, 2026 . https://web.archive.org/web/20260209035059/https://sokoboxes.com/articles/my-conversation-with-mr-hiroyuki-imabayashi/ .
  8. Web site: ja . ja:ごあいさつ . Greetings . https://sokoban.jp/greeting.html . February 9, 2026 . January 16, 2026 . https://web.archive.org/web/20260116091403/https://sokoban.jp/greeting.html . Sokoban.jp . Falcon Co., Ltd..
  9. The source does not specify where this occurred, only the timing.
  10. Book: ja . Tanaka . Junji . Himabayashi . Hiroyuki . Ishii . M. . ja:THE 倉庫番 . The Sokoban . 1986 . SCALE . 4-88239-606-8 . https://archive.org/details/sokoban-book/mode/1up.
  11. ja . . August 1983 . ja:倉庫番[番外編] . Sokoban Extra Edition . 52 . https://archive.org/details/pc-magazine-aug-1983-sokoban-extra-edition/page/n1/mode/2up.
  12. ja . . . July 1985 . ja:倉庫番2 . Sokoban 2 . 76 . https://archive.org/details/logi-n-july-1985/LOGiN%20-%20July%201985/page/n77/mode/2up.
  13. Web site: ja . https://sokoban.jp/history.html . February 9, 2026 . November 17, 2025 . https://web.archive.org/web/20251117192130/https://sokoban.jp/history.html . ja:倉庫番の歴史 . The History of Sokoban . Sokoban.jp . Falcon Co., Ltd..
  14. Special Report: Why Japan Can't Write Software . PC Computing . December 1988 . 1 . 5 . Carol . Ellison . Ziff‑Davis . 113–114.
  15. Book: Soko‑Ban . Spectrum Holobyte . 1988 . 2 . Video game manual .
  16. Web site: en . Trademark Application JP-1985-042893 . Japan Platform for Patent Information . February 20, 2026 . https://megalodon.jp/2026-0220-1302-22/https://www.j-platpat.inpit.go.jp:443/c1801/TR/JP-1985-042893/40/en . February 20, 2025.
  17. Web site: ja . ja:THINKING RABBIT official site . https://thinkingrabbit.jp/ . February 11, 2026 . December 31, 2025 . https://web.archive.org/web/20251231145212/https://thinkingrabbit.jp/ . Thinkingrabbit.jp . Falcon Co., Ltd. . 倉庫番シリーズ . Sokoban series.
  18. Web site: ja . Sokoban Official Site . February 9, 2026 . February 9, 2026 . https://web.archive.org/web/20260209170155/https://sokoban.jp/ . Sokoban.jp . Falcon Co., Ltd. .
  19. Web site: en . Trademark Application JP 2003-012201 . Japan Platform for Patent Information . February 20, 2026 . https://megalodon.jp/2026-0220-1303-11/https://www.j-platpat.inpit.go.jp:443/c1801/TR/JP-2003-012201/40/en . February 20, 2025.
  20. Web site: en . Trademark Application JP 2010-078408 . Japan Platform for Patent Information . February 20, 2025 . https://megalodon.jp/2026-0220-1304-00/https://www.j-platpat.inpit.go.jp:443/c1801/TR/JP-2010-078408/40/en . February 20, 2025.
  21. Web site: ja:スクウェア・エニックス ポケットパズル . Square Enix Pocket Puzzle . http://www.square-enix.co.jp/mobile/game/pocket/pocket_puzzle.html . dead . https://web.archive.org/web/20051214034301/http://www.square-enix.co.jp/mobile/game/pocket/pocket_puzzle.html . 14 December 2005 . ja.
  22. Web site: ja . http://contents.dwango.jp/games/shousai/souko/ . dead . ja:伝説の名作パズル:倉庫番 . The Legendary Masterpiece Puzzle: Sokoban . https://web.archive.org/web/20070502235038/http://contents.dwango.jp/games/shousai/souko/ . 2 May 2007.
  23. The source distinguishes between the former legal entity and the brand name owned by Falcon.
  24. Web site: ja . ja:ラインナップ . Lineup. https://www.sokoban.jp/lineup.html . February 13, 2026 . February 13, 2026 . https://web.archive.org/web/20260213051714/https://www.sokoban.jp/lineup.html . Sokoban.jp . Falcon Co., Ltd..
  25. Web site: The Sokoban (2021) | Switch eShop Game | Nintendo Life . Nintendo Life . October 7, 2021 . January 20, 2026 . https://web.archive.org/web/20260120154919/https://www.nintendolife.com/games/switch-eshop/sokoban . January 20, 2026.
  26. Web site: The Sokoban - Kotaku . Kotaku . November 28, 2025 . January 21, 2026 . https://web.archive.org/web/20260121190051/https://kotaku.com/games/the-sokoban . January 21, 2026.
  27. Web site: ja. https://www.asahi-net.or.jp/~ua4s-njm/gb_soft/gpuz03.html . https://web.archive.org/web/20251104051355/https://www.asahi-net.or.jp/~ua4s-njm/gb_soft/gpuz03.html. 2025-11-04. ja:Puzzle GAMES! – 倉庫番伝説・光と闇の国. Puzzle GAMES! – Sokoban Legend: Land of Light and Darkness. 4 November 2025.
  28. Web site: ja:POWER 倉庫番 . Power Sokoban . https://www.nintendo.co.jp/n02/shvc/bpsj/index.html . https://web.archive.org/web/20251103195837/https://www.nintendo.co.jp/n02/shvc/bpsj/index.html . 2025-11-03 . 3 November 2025 . Nintendo . ja.
  29. Web site: Willow . Robin . April 18, 2021 . Power Soukoban – Hardcore Gaming 101 . https://web.archive.org/web/20260209170910/http://www.hardcoregaming101.net/power-soukoban/ . February 9, 2026 . February 9, 2026 . en-US.
  30. ja . 倉庫番 . Sokoban . MSX . . opening.
  31. ja . 倉庫番ツールキット . Sokoban Toolkit . MSX . . opening.
  32. Cartridge label . ja . 倉庫番 . Sokoban . Game Pocket Computer.
  33. ja . 倉庫番 . Sokoban . SG-1000 . . title screen.
  34. ja . 涙の倉庫番スペシャル . Sokoban Special of Tears . Famicom Disk System . . title screen.
  35. April 1988 . Little boxes, little boxes ... . . Newsfield Publications . 3 . 5.
  36. ja . 倉庫番Perfect . Sokoban Perfect . NEC PC-9801 . . title screen.
  37. ja . 倉庫番Perfect . Sokoban Perfect . NEC PC-8801 . . title screen.
  38. ja . 倉庫番Perfect . Sokoban Perfect . Sharp X68000 . . title screen.
  39. ja . 倉庫番Perfect . Sokoban Perfect . Sharp X1 . . title screen.
  40. ja . 倉庫番Perfect . Sokoban Perfect . FM Towns . . title screen.
  41. February 1990 . ja:あの伝説の世界へ . To that legendary world . . . 37 . ja . 8 . 2.
  42. Web site: ja . Atelier Double . ja:履歴1989 . History 1989 . http://www.double.co.jp/hp1989.htm . dead . https://web.archive.org/web/20000526010213/http://www.double.co.jp/hp1989.htm . 26 May 2000.
  43. Web site: ja:履歴1991 . History 1991 . http://www.double.co.jp/hp1991.htm . dead . https://web.archive.org/web/20000618035756/http://www.double.co.jp/hp1991.htm . 18 June 2000 . Atelier Double . ja.
  44. April 1990 . Boxxle . . Sendai Publications . 22 . 9.
  45. ja . March 1990 . ja:BEメガ・ドッグレース . BE Mega Dog Race . . 6 . 2 . 108 . https://archive.org/details/beep-megadrive-1990-03/page/108/mode/1up.
  46. Cartridge box . en . Shove It! The Warehouse Game . Sega Genesis . Back cover.
  47. June 1990 . Shove It! . . Sendai Publications . 20 . 11.
  48. ja . 倉庫番World . Sokoban World . TurboGrafx-16 . . title screen.
  49. en . Boxyboy . TurboGrafx-16 . . title screen.
  50. GP . August 1990 . Turbo Players . Game Player's . 2 . 8 . 56 . https://web.archive.org/web/20260226152740/https://segaretro.org/index.php?title=File%3AGamePlayers_US_0208.pdf&page=58 . February 26, 2026.
  51. Web site: ja:履歴1990 . History 1990 . http://www.double.co.jp/hp1990.htm . dead . https://web.archive.org/web/20000618002106/http://www.double.co.jp/hp1990.htm . 18 June 2000 . Atelier Double . ja.
  52. Web site: ja:履歴1992 . History 1992 . http://www.double.co.jp/hp1992.htm . dead . https://web.archive.org/web/20000618073641/http://www.double.co.jp/hp1992.htm . 18 June 2000 . Atelier Double . ja.
  53. ja . 倉庫番Deluxe . Sokoban Deluxe . Namco System 1 . . title screen.
  54. ja . 倉庫番 . Sokoban . Sega Game Gear . Riverhill Soft . title screen.
  55. ja . 倉庫番Revenge . Sokoban Revenge . NEC PC-9801 . . title screen.
  56. 倉庫番リベンジ SX-68K . Sokoban Revenge SX-68K . . May 1993 . 12 . 5 . SoftBank . ja . 5,28 .
  57. ja . Super倉庫番 . Super Sokoban . Super Famicom . . title screen.
  58. Disk box . ja . 倉庫番 for Windows . Sokoban for Windows . Windows . Back cover .
  59. Disk box . ja . 倉庫番 for Macintosh . Sokoban for Macintosh . Macintosh . Back cover .
  60. Book: 究極の倉庫番 . PlayStation . ja . Ultimate Sokoban . Video game manual . SLPS 00475 .
  61. Book: 究極の倉庫番 ユーザーズマニュアル . Windows . ja . Ultimate Sokoban User's Manual . Video game manual . Back cover .
  62. Book: 倉庫番ベーシック . PlayStation . ja . Sokoban Basic . Video game manual . SLPS 00924 . Back cover .
  63. Book: 倉庫番セレクション ユーザーズマニュアル . Windows . ja . Sokoban Selection User's Manual . Video game manual . Back cover .
  64. Book: 倉庫番セレクション ユーザーズマニュアル . Macintosh . ja . Sokoban Selection User's Manual . Video game manual . Back cover .
  65. Book: 倉庫番スペシャル102 ユーザーズマニュアル . Windows . ja . Sokoban Special 102 User's Manual . Video game manual . Back cover .
  66. Book: 倉庫番ベーシック2 . PlayStation . ja . Sokoban Basic 2 . Video game manual . SLPS 01519 . Back cover .
  67. Web site: ja:履歴1999 . History 1999 . http://www.double.co.jp/hp1999.htm . dead . https://web.archive.org/web/20000618193611/http://www.double.co.jp/hp1999.htm . 18 June 2000 . Atelier Double . ja.
  68. Book: 倉庫番 難問指南 . PlayStation . ja . Sokoban: Guide to Difficult Puzzles . Video game manual . SLPS 02010 . Back cover .
  69. ja . 倉庫番 難問指南 . Sokoban: Guide to Difficult Puzzles . Windows . Unbalance . title screen.
  70. ja . 倉庫番 . Sokoban . Windows . Unbalance . title screen.
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