Sokoban Manual: Difference between revisions
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This manual will describe the gameplay rules of Sokoban/World. The basic premise is very easy to grasp. In each level there are an equal number of blocks and targets. Your goal is to push(but not pull) blocks onto all of them. It does not matter what blocks go onto the targets, but mostly position will dictate what must go where. I sounds like an easy enough task, but you will almost certainly find yourself stumped(repeatedly) as you figure out how to solve each level. If you have really tried and are on the brink of frustration, I recommend you use the solve feature. This is available in the game menu and will playback a demo(spoiler!) that shows you one way to solve the level. Usually there will be an "Aha!" moment you were looking for that is revealed. At least you will see how the position is solved, but don't ruin all the challenge :) Now let's cover the basic concepts that will let you quickly check if a move will land you in trouble. Usually you will want to apply | This manual will describe the gameplay rules of Sokoban/World. The basic premise is very easy to grasp. In each level there are an equal number of blocks and targets. Your goal is to push(but not pull) blocks onto all of them. It does not matter what blocks go onto the targets, but mostly position will dictate what must go where. I sounds like an easy enough task, but you will almost certainly find yourself stumped(repeatedly) as you figure out how to solve each level. If you have really tried and are on the brink of frustration, I recommend you use the solve feature. This is available in the game menu and will playback a demo(spoiler!) that shows you one way to solve the level. Usually there will be an "Aha!" moment you were looking for that is revealed. At least you will see how the position is solved, but don't ruin all the challenge :) Now let's cover the basic concepts that will let you quickly check if a move will land you in trouble down the road. Usually you will want to apply these logic checks first, to quickly weed out bad paths. | ||
==Trapped Blocks== | ==Trapped Blocks== | ||
[[Image:sokoblocktrapped.png]] | |||
When you push a block so that it touches a wall, it becomes tethered to it. Basically, it's dimensions of movements have been cut in half(think about it). It is possible to break the block free, but only if you can push it into a position where it becomes open to another dimension of movement. A tethered block does not necessarily spell defeat. If there is no way to free it, and its range of movement does not allow it to move onto a target, well...you're screwed | |||
When you push a block so that it touches a wall, it becomes tethered to it. Basically, it's dimensions of movements have been cut in half(think about it). It is possible to break the block free, but only if you can push it into a position where it becomes open to another dimension of movement. A tethered block does not necessarily spell defeat. If there is no way to free it, and its range of movement does not allow it to move onto a target, well...you're screwed unfortunately. Use the retry option in the game menu. You'll want to remember this so you don't end up in that situation. | |||
Revision as of 02:00, 20 February 2010
Sokoban Manual
This manual will describe the gameplay rules of Sokoban/World. The basic premise is very easy to grasp. In each level there are an equal number of blocks and targets. Your goal is to push(but not pull) blocks onto all of them. It does not matter what blocks go onto the targets, but mostly position will dictate what must go where. I sounds like an easy enough task, but you will almost certainly find yourself stumped(repeatedly) as you figure out how to solve each level. If you have really tried and are on the brink of frustration, I recommend you use the solve feature. This is available in the game menu and will playback a demo(spoiler!) that shows you one way to solve the level. Usually there will be an "Aha!" moment you were looking for that is revealed. At least you will see how the position is solved, but don't ruin all the challenge :) Now let's cover the basic concepts that will let you quickly check if a move will land you in trouble down the road. Usually you will want to apply these logic checks first, to quickly weed out bad paths.
Trapped Blocks
When you push a block so that it touches a wall, it becomes tethered to it. Basically, it's dimensions of movements have been cut in half(think about it). It is possible to break the block free, but only if you can push it into a position where it becomes open to another dimension of movement. A tethered block does not necessarily spell defeat. If there is no way to free it, and its range of movement does not allow it to move onto a target, well...you're screwed unfortunately. Use the retry option in the game menu. You'll want to remember this so you don't end up in that situation.
Trap Doors
Trap doors are quite common, although their situation can be very different.
...//TODO