A single mistake, such as pushing a box into a corner or obstructing the path of others, can render the puzzle unsolvable, forcing the player to backtrack or restart.
[3][4] The first commercial game was published in December 1982 by his company, Thinking Rabbit, based in Takarazuka, Japan.
[5] In 1988, Spectrum HoloByte published Sokoban in the U.S. for the IBM PC, Commodore 64, and Apple II as Soko-Ban.
[7] Versions also exist for mobile phones, graphing calculators, digital cameras[8] and electronic organizers.
[18] Festival, utilizing its FESS algorithm, was the first automatic solver to complete all 90 puzzles in the widely used XSokoban test suite.
[21][22] Several puzzles can be considered variants of the original Sokoban game in the sense that they all make use of a controllable character pushing boxes around in a maze.
This table lists some prominent official Sokoban releases that mark milestones, such as expanding to new platforms or achieving widespread popularity.