Instead of collecting diamonds the player pushes (so called)
sliders
into
holes, in order to solve the level and reach a high
score. After the "Count down" gets
"0" an exit
will open. If there are
still "sliders" on the field at that time the
player can go on to improve his high score (or break
a record). The
game panels
on the right side (see above) show everything you must know
: Each time a slider is
pushed into a hole the "Count Down" value is
reduced and you win additional points.
Elements
and rating in detail:
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The blue stone is very slow (it
can be caught up (and even stopped by the player) Pushed
into a hole reduces the Count
Down by "1" and the scores increase by
50. |
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However, it could be a mistake
to push a blue stone directly into a hole, because you can get a much
better
score moving it through the tube (in the middle) into
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one
of the mobile blue "border - holes. This leads to a Count
down of "-5" and you get 250 points !
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You can't move the gray stone directly
but only by a kick of another stone. A successfull push reduces
the Count Down by "3" and increases the scores
by 200 points. |
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The
green stones are immobile
and safe at level start,
but follow the player, if hit by another stone or activated
(pressed) by the player. Now you can
lure them
into a hole to get a Count down reduction of
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"2"
+ 150 points. This only works, if the green stone have crossed
the tunnel before. The green plants are
deadly (when touching) and twice as fast as the player. So
be careful. After having swallowed the
green stone the hole changes to a green rebound wall.
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"Rebound - elements: After a slider has
bounced off his
distance is always at least 1 field , so
that the player is
still able to go
behind the stone, in order to push him once more.
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With this special hit you can change a yellow
rebound wall into a hole. Often there are not enough holes inside
a level, so this is a very important move in the game !
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Detonators
are collectible. Dropped by the player they destruct all elements on
adjacent fields after some seconds.
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Deflektors
change the direction of the sliders. Apart from that they behave
like other
walls, that means : stones hidding the closed
sides bounce off.
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Whenever a stone was slid into a hole or a
stone has passed the tunnel , a turn of the tunnel (by 45 degrees) is carried out . In the (illustrated)
position the tunnel behaves like a rebound element. So if you
want to use the tube for scoring you first have to push any
slider into
any hole. Moreover this tube position can be the entrance for the
player into a second level world. So if you haven't solved the level
and no more stones
are there, continue the game in this second world.
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Sokoban Elements: Like in
real Sokoban all objekts must be pushed onto the
fields to solve the level. Relating to the other Sobigo
Elements they
behave like normal walls.
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Remaining rules:
Stones which settle in front of a tunnel
entrance are immediately destroyed. This also may happen,
if there are elements in front of the deflectors. So be careful.
After stones are stopped by the player or by other stones, they often
still are unmovable . Only use the "snap key" + arrow key
to make them movable again.
An unusual behaviour of the grey stone: The
hole in which it disappears changes itself to normal ground.
Holes change to wall elements after having
"swallowed" a green stone.
The holes should be gone round by the player carefully, because he can
fall in. In this case the game is lost.
To be able to assess a Highscore performance
more exactly, even the steps of the player are counted.
The simple rule: The fewer steps, the higher the
score.
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