Feature list : Game Play
From Sokoban Wiki
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2. Game Play |
Game Play
Game Play | Game Play
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autosave best solutions | yes tiebreaking: moves, pushes, secondary metrics | yes tiebreaking: moves, pushes | no | yes tiebreaking: moves, pushes | yes tiebreaking: moves, pushes, secondary metrics | no | |||||||||||||||||||||||||||||||||||||||||||||||||
autosave solutions options | always autosaves better solutions; inferior solutions are discarded | autosave solutions options: never/always/if better/ask; existing solutions are kept | no | autosave solutions options: none/best 5/best 10/all | always autosaves better solutions; inferior solutions are discarded | optionally saves game when solved; only one solution per saved game | |||||||||||||||||||||||||||||||||||||||||||||||||
push or move optimized pathfinding | yes | yes | yes | yes | yes | yes | |||||||||||||||||||||||||||||||||||||||||||||||||
move animation modes | smooth, cell by cell, instant | cell by cell, instant | cell by cell | smooth | cell by cell, instant (instant with choice points is listed but is too fast to be useful) | cell by cell, instant | |||||||||||||||||||||||||||||||||||||||||||||||||
mouse move control: drag and drop | yes with reachable squares | yes without reachable squares | yes with reachable squares | yes with reachable squares | yes with reachable squares | no | |||||||||||||||||||||||||||||||||||||||||||||||||
mouse move control: select and drop | yes with reachable squares | yes with reachable squares | yes with reachable squares | yes with reachable squares | yes with reachable squares | yes without reachable squares | |||||||||||||||||||||||||||||||||||||||||||||||||
mouse move control: drag and track | no experimental click-less tracking available | no | no | no | no | yes | |||||||||||||||||||||||||||||||||||||||||||||||||
reverse mode play starting at end position (pull instead of push) | yes | no | no | no | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
show secondary metrics (box-pushes, box-changes and pushing-sessions) | yes display: mouse over | yes display: optional, configurable | no | no | yes | yes | |||||||||||||||||||||||||||||||||||||||||||||||||
show a lowerbound of the solution length | no | no | yes | no | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
timing | yes optional; optional idle time threshold | no | no | no | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
move player through boxes | no | no | yes | no | yes target: reachable squares through boxes. figure: small black square. via: options -> go through boxes. | no | |||||||||||||||||||||||||||||||||||||||||||||||||
Game Play : Legal moves | Game Play : Legal moves
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show player's reachable squares | yes figure: transparent small skin graphics | no | yes figure: transparent small skin graphics | yes | yes figure: small round blobs | no | |||||||||||||||||||||||||||||||||||||||||||||||||
show box's reachable squares | yes figure: transparent small skin graphics | yes figure: skin graphics, independent of box | yes figure: transparent small skin graphics | yes | yes figure: small round blobs | no | |||||||||||||||||||||||||||||||||||||||||||||||||
show pushable boxes | yes dynamically by clicking a wall. figure: configurable border | no | no | no | yes permanent with CTRL+F9. dynamically by clicking a wall. figure: skin graphics, independent of box | no | |||||||||||||||||||||||||||||||||||||||||||||||||
show dead squares | yesfigure: configurable shaded square | no | yesfigure: darker shaded square | no | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
simple deadlock detection | yes dead squares, freezing boxes | no | yes dead squares, freezing boxes | no | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
advanced deadlock detection | yes bipartite: n boxes for m goals; 1 goal for n boxes; corrals: precalculated at level load time + 100 ms search after a push | no | yes | no | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
Game Play : History | Game Play : History
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undo/redo | unlimited | unlimited | unlimited | unlimited | unlimited | unlimited | |||||||||||||||||||||||||||||||||||||||||||||||||
undo all | yes | yes | yes | yes | yes press [esc] | yes | |||||||||||||||||||||||||||||||||||||||||||||||||
redo all | yes | no | yes | no | no | yes | |||||||||||||||||||||||||||||||||||||||||||||||||
replay | yes forwards and backwards | yes forwards | yes forwards | yes forwards and backwards | yes forwards (solutions only) | yes | |||||||||||||||||||||||||||||||||||||||||||||||||
replay ergonomics | unified start/stop button; click anywhere to stop; keyboard shortcuts available; speed and direction can be changed during replay | separate start/stop buttons; click stop-button to stop; keyboard shortcuts available | unified start/stop button; click anywhere to stop; speed can be changed during replay | with start/stop: CTRL+F2 to begin. SPACE to replay to next box-change. without start/stop: F2 | trackbar represents replay history; drag trackbar to control replay; click anywhere, click [stop] button, or press [esc] to stop | ||||||||||||||||||||||||||||||||||||||||||||||||||
mousewheel undo/redo/replay support | yes combined moves | yes single step or optional combined moves | yes combined moves | no | yes combined moves | no | |||||||||||||||||||||||||||||||||||||||||||||||||
browse move history | yes trackbar (choice-points, with preview) | yes trackbar (all moves, with preview) | yes trackbar (choice-points, with preview) | no | no | yes trackbar (all moves, no preview) | |||||||||||||||||||||||||||||||||||||||||||||||||
quicksave slots | yes unlimited (interface: graphical, window, thumbnail preview) | yes unlimited (interface: graphical, pop-up, list) | no | yes 3 (interface: graphical) | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
one-click load quicksaves | yes keyboard: press [Enter] to load currently selected snapshot; mouse: double-click a snapshot on the list | no | no | yes | no | no | |||||||||||||||||||||||||||||||||||||||||||||||||
remember last session | yes file, level, history with redo, position position is optional, default "off", additionally, up to 25 recent (file, level) | yes file, level | yes file, level | yes file, level, history without redo, position | yes file, level, history without redo, position | no | |||||||||||||||||||||||||||||||||||||||||||||||||
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Info
Choice points
A choice point in the game is when the player changes from one box to another, or finishes a series of moves that pushed a box in a single direction.
Several programs have replay features related to choice points. Sokofan, for example, has replay buttons (called "smart do/undo") to move from one choice point to another. Another example is the game history browser in Sokoban YASC which works with choice points instead of individual moves.
Mouse Move Control: Select and drop
Lift and drop. Left click on a box to lift it, move to the wanted position and left click again to drop. Lift and drop is easier for long moves than the drag and drop.
Mouse Move Control: Drag and track
Point at the pusher with the mouse and move it in the direction you want. The pusher will track your movements.
Simple deadlock detection
Simple deadlock detection deals with deadlock types that require rather simple analysis of the board and the game state. Good examples are:
Advanced deadlock detection
Advanced deadlock detection deals with deadlock types that require quite sophisticated computations. Good examples are:
Lowerbound of solution length regarding pushes
For solving a level all boxes have to be pushed to goals. A program can calculate the distance of every box to the nearest goal. While doing this it is presumed only one box is on the board (hence the box does not need to be pushed around other boxes). The sum of all these box distances to their goals results in a lowerbound - no matter how the boxes are pushed to their goals the level can never be solved with fewer than the calculated number of pushes. Some programs can calculate a lowerbound for the solution length (in pushes):
number of pushes so far + sum of all box distances to their nearest goals (presuming no other boxes are on the board).
This lowerbound can be useful in levels like the "Kobus Theron"-series.