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推箱子

把所有箱子推到發光目標點

核心遊戲指南 · 規則複核於 2026-07-31

推箱子規則與解題思路

規劃移動路線,把所有箱子推到發光目標點。 本頁內容由 PocketJoy 測試團隊依照目前網頁版本的實際操作與勝負條件整理,並由 Long-Term New Media Limited 維護。

分類益智與邏輯
資料保存目前瀏覽器

基本玩法

你在倉庫裡移動,把所有箱子推到發光的目標點上。用方向鍵、WASD 或畫面按鈕移動,三種輸入等效。核心規則只有一條,但決定了整個遊戲的性質:箱子只能推,不能拉。也就是說,你必須站在箱子的對面才能把它往前推,而且推過去之後就無法拉回來,任何一次錯誤的推動都可能是不可逆的。你自己可以自由走動(只要路徑不被牆或箱子擋住),但每一次推動都要慎重。遊戲記錄步數、推動次數與用時三項,兩種計數分開統計是有意義的。提供無次數限制的「復原一步」功能。關卡逐關遞增,完成後自動進入下一關。

通關技巧

動手之前先在腦中倒推:對每個箱子,先確定它最後要停在哪個目標點,再倒著推算它應該從哪個方向被推過去,最後才決定你自己要怎麼繞到那個位置。順序極其重要——如果先把某個箱子推到通道中央,它可能會永久堵住另一個箱子的唯一路徑,而箱子擋箱子是無解的,因為你不能拉開它。通常應該先處理最裡面、最角落的目標點,再處理靠近出口的,這樣已完成的箱子不會擋路;反過來如果先填了門口的目標點,你可能連進去的路都沒了。遇到必須把箱子推到牆邊的情況,要確認它沿著牆推的方向上確實有目標點,因為貼牆的箱子只能沿著那面牆滑動,永遠離不開。判斷一個位置是不是死局有個實用方法:除了明顯的角落,還要注意「雙牆夾道」——如果箱子被推到兩面平行牆之間的通道裡,而這條通道上沒有目標點,那它就只能在通道裡來回,同樣是死局。

常見的坑

最致命的錯誤是把箱子推進角落。箱子一旦貼上兩面牆形成的角,就再也推不動了,如果那個角不是目標點,這一關就必須重來(或用復原退回)。同理,把箱子推到牆邊之後,它就只能沿著那面牆移動,不能離開,所以推向牆邊之前一定要確認那條牆線上有目標點。第二個誤區是不用復原功能,走錯一步就重開整關——推箱子的復原設計得很完善且沒有次數限制,善用它能省下大量時間,而且可以用來安全地試探「如果我這樣推會怎樣」。第三個誤區是只想著箱子,忘了自己的位置。很多局面裡箱子的移動路徑是通的,但你走不到能推它的那一側,規劃時必須同時考慮箱子的路徑和你自己的路徑。第四是同時處理多個箱子,結果它們互相擋住;一次專注解決一個箱子,除非關卡設計明確要求交替推動。

適合的玩家

適合喜歡純邏輯規劃、不介意反覆嘗試的人。推箱子是公認的高難度謎題類型,需要多步預想,一步失誤可能導致整關無解,因此非常考驗規劃能力。它在計算複雜度理論上有明確地位:一般化的推箱子問題已被證明是 PSPACE 完全的,比 NP 完全更難,這從數學上解釋了為什麼有些關卡即使看起來很小也異常燒腦。這個遊戲由今林宏行於 1981 年在日本設計,1982 年由 Thinking Rabbit 公司發行,名稱「推箱子」的意思就是倉庫管理員。它沒有時間壓力,可以慢慢想,前幾關較簡單,適合熟悉規則與培養「反向規劃」的思維習慣。

特色功能

關卡逐關遞增。「本局記錄」面板同時追蹤步數、推動次數與用時三項——步數與推動次數分開統計是有意義的,推箱子的效率主要看推動次數(每一次推動都是不可逆的決策),而走位步數反映的是路線規劃的優劣,兩個數字合起來才能完整評價一次解法。「復原一步」按鈕沒有次數限制,可以一路退回關卡開頭,這在推箱子裡特別關鍵,因為把箱子推進死角就再也推不出來,如果沒有無限復原,每次失誤都意味著整關重來。實務上你可以用復原來安全地試探:推一步看看局面如何,不對就退回來,這讓推箱子從「必須完全想清楚才敢動」變成「可以邊試邊想」。「重新開始」可以重置本關。完成一關後顯示步數與用時,並進入下一關。

操作與本機紀錄

支援三種輸入:鍵盤方向鍵、WASD,或畫面上的方向按鈕,手機玩家用按鈕即可完整遊玩,不需要外接鍵盤。你只能推、不能拉,遊戲會自動判定合法性——推不動的方向(箱子後面是牆或另一個箱子)不會有反應,所以不會發生「以為推了其實沒推」的困惑。角色移動不受限制,只要路徑通暢就能走,不需要一格一格點。復原按鈕沒有次數限制,誤操作可以無成本回退,這也讓試探性的推動變得安全。關卡進度保存在瀏覽器的本機儲存空間,只存在你自己的裝置上,不需要帳號、不上傳資料;清除瀏覽器資料會一併清空。語言按鈕可即時切換繁中/英文介面。頁面載入後遊戲本體離線可玩。

常見問題

角色可以穿過箱子嗎?

不能,角色只能進入空地或目標格,並在箱子後方有空位時推動一格。

箱子壓在目標上還能移動嗎?

可以,只要後方有站位且前方可進入;但移動後目標會重新空出。

怎樣重做錯誤步驟?

使用撤銷可逐步返回,重新開始會恢復當前關卡初始布局。

三類死型的圖解在《推箱子死型辨識:推錯之前先看懂》

內容審核:PocketJoy 遊戲測試團隊 · 營運:Long-Term New Media Limited · hklongtermad@gmail.com

Core game guide · rules reviewed 2026-07-31

Crate Push: rules and solving techniques

Plan each move and push every crate onto a glowing goal. This guide reflects the controls and win conditions in the current browser build. It is reviewed by the PocketJoy game-testing team and maintained by Long-Term New Media Limited.

CategoryPuzzle & Logic
Save locationCurrent browser

How it works

You move around a warehouse pushing every crate onto a glowing target square. Move with the arrow keys, WASD or the on-screen buttons, all three being equivalent. There is only one core rule, and it defines the whole game: crates can be pushed but never pulled. You must stand on the opposite side of a crate to push it forward, once pushed it cannot be brought back, and any mistaken push may be irreversible. You yourself move freely as long as walls and crates do not block the way, but every push deserves consideration. The game records steps, pushes and time — keeping the two counts separate is meaningful — and offers unlimited undo. Levels increase in difficulty and completing one leads automatically to the next.

Tips for clearing levels

Work backwards before you move. For each crate, decide which target it will finish on, then reason backwards about which direction it must be pushed from, and only then work out how to walk yourself into that position. Order matters enormously: pushing one crate into the middle of a corridor early can permanently block another crate's only route, and a crate blocking a crate has no remedy because you cannot pull it aside. Generally, deal with the innermost and most cornered targets first and the ones near the entrance last, so completed crates never sit in the way; fill the target by the door first and you may lose your own route inside. When a crate must travel along a wall, confirm that a target actually lies in that direction, because a crate against a wall can only slide along it and never leaves. There is a practical test for dead positions beyond the obvious corners: watch for parallel-wall corridors, since a crate pushed into a passage between two walls with no target in it can only shuttle back and forth, which is equally fatal.

Common pitfalls

The fatal mistake is pushing a crate into a corner. Once a crate meets two walls it can never move again, and if that corner is not a target the level must be restarted or undone. By the same logic, a crate pushed against a wall can only slide along it, so confirm there is a target on that wall line before committing. The second mistake is ignoring undo and restarting the level after a single error; Crate Push's undo is thorough and unlimited, using it saves a great deal of time, and it also lets you probe safely to see what a push would produce. The third is thinking only about the crates and forgetting your own position: in many layouts the crate's route is clear but you cannot reach the side you need to push from, so planning must cover both paths at once. The fourth is working several crates at the same time so that they block one another; concentrate on one crate at a time unless the level explicitly requires alternating pushes.

Great for

Suited to players who enjoy pure logical planning and do not mind repeated attempts. Crate Push is widely regarded as a hard puzzle genre requiring several moves of foresight, since one error can make a level unsolvable, so it genuinely tests planning. It has a definite place in complexity theory: the generalised problem has been proved PSPACE-complete, which is harder than NP-complete, and that is the mathematical reason some very small-looking levels are extraordinarily demanding. The game was designed by Hiroyuki Imabayashi in Japan in 1981 and published by Thinking Rabbit in 1982, its name meaning warehouse keeper. There is no time pressure and the early levels are gentle enough for learning the rules and building the habit of reasoning backwards.

Highlights

Levels grow progressively harder. The run panel tracks three figures at once — steps, pushes and time — and separating steps from pushes is meaningful, since Crate Push efficiency is measured chiefly in pushes, each of which is an irreversible decision, while your step count reflects the quality of your route planning; only both together evaluate a solution properly. Undo has no limit and can walk all the way back to the start of a level, which matters enormously here because a crate pushed into a corner can never be recovered, and without unlimited undo every error would mean replaying the level. In practice you can use it to probe safely: make a push, see how the position looks, and step back if it is wrong, which turns Crate Push from a game where you must think everything through before daring to move into one where you can think as you go. A restart resets the current level, and completing one shows steps and time before moving on.

Controls and local records

Three inputs are supported: arrow keys, WASD, or the on-screen direction buttons, so phone players can play in full with no external keyboard. You can only push, never pull, and the game judges legality automatically — a direction that cannot be pushed, because a wall or another crate sits behind, simply does not respond, so there is never confusion about whether a push registered. Your own movement is unrestricted along any clear path and does not require tapping cell by cell. Undo is unlimited, making mistakes free to reverse and exploratory pushes safe. Level progress is stored in the browser's local storage on your own device, with no account required and nothing uploaded; clearing browser data removes it. The language button switches between Traditional Chinese and English instantly. Once loaded, the game itself plays offline.

FAQ

Can the player walk through a crate?

No. The player enters only empty floor or goal cells and pushes a crate one square when the space beyond it is open.

Can a crate leave a goal?

Yes, if the player can stand behind it and the destination is open; the goal then becomes empty again.

How can a bad push be corrected?

Undo restores moves one at a time, while Restart returns the current level to its initial layout.

Deadlock diagrams live in Crate Push Deadlocks and Backward Planning.

Reviewed by the PocketJoy game-testing team · Operated by Long-Term New Media Limited · hklongtermad@gmail.com