How it plays

How does Sokoban play?

Each stage is viewed from above on a tile grid. The objective is to place every crate on a goal tile while moving through corridors and around obstacles.

The player can walk and push, but cannot pull crates. Levels usually become harder through tighter layouts, restricted access, and interactions between multiple crates. A mistaken push may make a stage unsolvable, so restarting and planning sequences are central to progression.

Plan your run

What is the best way to play Sokoban?

Plan the final positions of crates before making the first push. Avoid placing a crate in a non-goal corner or against a wall unless that position is part of its intended route.

Work backward from difficult goals, preserve access through narrow corridors, and move crates that block the player before committing other crates. When a position becomes impossible, restart rather than trying to repair an irreversible mistake.

Before you begin

What should you know before playing?

  1. 1

    Mark dead squares mentally before moving any crate.

  2. 2

    Use undo or restart functions only if the specific DOS version documents them; otherwise restart the stage from its menu.

  3. 3

    Solve constrained goals first, especially goals in corners or at the ends of corridors.

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