Sokoban-Lettres

Reference

Sokoban glossary

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Sokoban has its own vocabulary, and Sokoban-Lettres adds some of its own. This glossary gathers the terms used in the game and in this guide, with their exact meaning in Sokoban-Lettres where it differs from classic Sokoban.

The parts of the grid

Sokko
The character you move. It walks on free squares and pushes boxes; it can neither pull them nor go through a wall.
Box
A movable block carrying a letter. It moves one square when Sokko pushes it and the square behind it is free.
Target
A destination square. In Sokoban-Lettres, targets always form one continuous horizontal line, and each one waits for a specific letter.
Target word
The word spelled by the targets, read from left to right. Putting each box on a target is not enough: the letters must be in order.
Wall
A square that neither Sokko nor boxes can enter. The edge of the grid behaves like a wall.
Corridor
A passage one square wide. A box that enters it can no longer be walked around.
Turning area
A space wide enough for Sokko to get round to the other side of a box. These areas often decide the order in which letters can be placed.

Actions and how they are counted

Move
Every step Sokko takes, whether or not it pushes a box. The number of moves decides the quality of letters and the ranking of players.
Push
A move that shifts a box. The game’s solver looks for the solutions with the fewest pushes.
Undo
Taking back the last move. The game keeps up to 200 moves; each undo costs a life.
Reset
Putting the grid back to its starting state. It is free and also resets the move counter and the timer.

Lost positions

Deadlock, or dead square
A position from which a box can no longer reach its target. The game detects corners, walls without a target and two-by-two squares; see spotting and avoiding deadlocks.
Corner
A square bounded by a wall, or the edge, in both directions. A box that enters one without finding its target there is lost.
Two-by-two square
Four squares in a block, all taken by walls or boxes, which lock each other in place.
Freeze
Two or more boxes blocking each other along a wall without forming a corner. The game does not detect this case.

Measuring performance

Par
A level’s reference number of moves, worked out from the solution found by the solver. It is a benchmark, not an impossible record.
Gold, silver and bronze letters
The quality of the letter earned by finishing a level: gold at no more than 125% of par, silver at no more than 150%, bronze beyond that.
Collection
All the letters earned during the month. It is complete when it covers the whole alphabet of the language being played.
Score
The ranking criterion: the number of moves first, then time to separate two players on equal moves. Details are in scoring and par.

Modes and time

Adventure
Progress through chapters, where each level unlocks when the previous one is finished.
Daily Challenge
One grid shared by every player for a given date, with an archive for replaying past days.
Streak
The number of consecutive days on which the Daily Challenge was completed. A broken streak can sometimes be recovered.
Life
The resource spent to undo or ask for a hint. Players receive three a day.
Hint
Help that points out a box, its target, or the route to push it there; see hints and lives.
Difficulty modes
Discovery, Scout, Investigator and Oracle progressively hide the letters on boxes and targets; see the difficulty modes.

Behind the scenes

Solver
The program that solves each level before it is published. Sokoban-Lettres uses a search algorithm called IDA*.
Seed
The number which, combined with the word, fully determines a generated grid. The same seed and word always produce the same level.
Chapter
A group of Adventure levels. Generation settings get stricter from one chapter to the next; see how levels are generated.