SOBIGO  -   Guide



sobigo board

Introduction

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:
 
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.

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
one of the mobile blue "border - holes.  This  leads to a Count down  of  "-5"  and you get  250 points !

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.

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
 "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.

"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.

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 !



Detonators  are collectible. Dropped by the player they destruct all elements on adjacent fields after some seconds.


Deflektors change the direction of the sliders.  Apart from that they behave like other
walls,  that means : stones  hidding  the closed sides  bounce off.

 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.


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.



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.