SOBIGO - Guide

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.