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Sokoban Levels


All the levels have been created by M. Homs (homz70@gmail.com), using many
generation techniques, such as combinatorial systems, graph theory, restricted genetic
algorithms, or brute-force exploring.
Any possible matching of levels with those of another collection or author is a coincidence.


Sokoban en JavaScript v1.00 written by Juan Antonio Jiménez (sokoban@e-contento.com)
and published in http://sokoban.e-Contento.com.
Click here for launch it in a popup.



Collection Index (total 650 levels)


Maps After All (162) Smaller, thinner, easier, better (36)
Stacks & Vertical Works Compilation (8) Funny Template Levels (100)
Choriban Levels (61) Picolevels (52)
Template-based Levels (18) Louder Than Hell (7)
Orange Levels (26) Device-Based Levels (5)
Hail and Solve (39) Ay Carumba (18)
4:55am Levels (37) Red Mini Levels (14)
Coloured Apples (15) Churros-like Generated (18)
Cl-cl-close to the Solution (31) Handmade Levels (6)
Other Levels (12) Template Tools (19)




Maps After All (162) [txt] - The first 68 rookie-levels have 2 boxes, the remaining ones bring 3 boxes, but without to increase too much its difficulty. Composed by patterns.

1
24 p.
8x8

17
24 p.
8x8

56
24 p.
8x9

121
24 p.
8x8


Smaller, thinner, easier, better (36) [txt] - This compilation includes the tiniest, easy, thin levels, and enterteining of resolving. Enjoy them!

2
12 p.
7x6

14
12 p.
8x6

15
16 p.
6x7

18
14 p.
6x8


Stacks & Vertical Works Compilation (8) [txt] - This compilation includes several levels in which the goals are arranged in a vertical disposition, with an arbitrary number of boxes.

Stacks & Vertical Works #5
J&B on the rocks

Stacks & Vertical Works #6
Churros-like generated level #3
vertical works 57

Stacks & Vertical Works #7
Choriban Level #60
stack-machine 49,
based on Microban 60


Boring Levels (35) [txt] - These levels are formed by maps of 8x8 cells, and 12 to 16 boxes. they are extremely boring.

4

9

16


Funny Template Levels (100) [txt] - This is a collection of levels designed purely with templates. Some maps are difficult, some sound simple, but they all are graceful, compact and enterteining.

14
17 p.

100
funtastic 23 p.

85
17 p.

72
18 p.

20
27 p.


Choriban (61) [txt] - This collection name derives from 'choripan', an spanish word that means 'sandwich of sausage'. This collection includes two subsets called 'chorimalism' (7) and 'susi' (10).

The 'chorimalism' subset (that is, minimal levels for Choriban collection) is composed by levels of 2 boxes, and the subcollection called 'susi' is formed by levels of small dimensions, experimenting with different number of boxes, from 2 to 7. The rest of the levels have a small size, normally with 3 boxes. Finally, the last two levels are based in David W. Skinner's 'Microban 60', that I have called 'stack-machines'.


Choriban Level #3
chorimalism 3

Choriban Level #15
susi 8

Choriban Level #32

Picolevels (52) [txt] - Contains levels that are automatically generated by map templates, and distributing randomly the rest of elements. This method of map generation is the same that used Yoshio Murase.'s Auto-Generated Levels. (see Template Tools (19) [txt] , series pt (5) for patterns used).


picolevel #1
push & pop: the stack experience

picolevel #46
micropan

picolevel #10

picolevel #42

Template-based Levels (18) [txt], Louder Than Hell (7) [txt], and Orange Levels (26) [txt], - These maps are genetically-generated, by locking boxes and goals to certain patterns, producing levels like an Aymeric Du Peloux's LOMA. (see Template Tools (19) [txt] , series bgt (14) for patterns used).
I think that these puzzles are the most enterteining, since they have an aesthetic configuration of the elements, and they are not very difficult.


Template-based Level #16

Louder than Hell level #2

Orange level #19

Device-Based Levels (5) [txt] - This small subset have been composed by exploring the combinations of connectivity between subgraph sets wich represent the behavior of different devices, such as lockers and interlockers.
This collection is very interesting, due to the produced type of levels.


Device-Based Level #4
7 pushes

Device-Based Level #2
42 + 9 = 51 pushes!!

Hail and Solve (39) [txt], Ay Carumba (18) [txt], 4:55am Levels (37) [txt], Red Mini Levels (14) [txt], Coloured Apples (15) [txt], Churros-like Generated (18) [txt], and Cl-cl-close to the Solution (31) [txt] - These levels are produced by genetic algorythms without restrictions, but in a different configurations. Map sizes tipically are about 8x8, but they can have grotesque dimensions, and containing a variable number of boxes, regularly 3 or 4.


Churros-like generated level #2

Ay Carumba #4

Cl-cl-close to the solution #27

4:55am Level #8

Handmade (6) [txt] - This collection set contains 6 levels manually-generated. These levels are formed by symmetrically dispositions of many types of locking devices.


(anti)clockwise loop-lockers

Other Levels (12) [txt] - Certainly, the genetic algorithms produce 'special levels'. Contains an interesting reduction & evolution of Aymeric du Peloux's 'Microcosmos 2'.


J&B on the rocks

shifter #1

Homz (automatically-evolutionated) level #201
reduction & evolution of Aymeric du
Peloux's Microcosmos #2.
73p.

genetic maze 160

Template Tools (19) [txt] - This is a set of templates that I have been used for level generation process.

pt 1

pt 2

pt 3

pt 4

pt 5

bgt 1

bgt 2

bgt 3

bgt 4

bgt 5

bgt 6

bgt 7

bgt 8

bgt 9

bgt 10

bgt 11

bgt 12

bgt 13

bgt 14

bgt 15

bgt+ 1

bgt+ 2

bgt+ 3

bgt+ 4

bgt+ 5

bgt+ 6

bgt+ 7

bgt+ 8

Copyright © M. Homs