不可逆,是唯一真正的敵人

推箱子的規則只有一條會殺人:箱子只能推,不能拉。走錯路可以走回來,推錯箱子卻可能永遠推不回去。所以高手與新手的差別不在推得多快,而在每一次推之前,先判斷這一推是否可逆、會不會製造「死型」——已經無法再完成目標的局面。

死型一:角落

被推進非目標點角落的箱子就結束了:兩面貼牆,任何方向都推不動。這是最容易辨識的死型,也是新手最常犯的。開局先把所有非目標點的角落在心裡標記成禁區。

目標
角落的箱子(✗)兩面貼牆,除非角落本身是目標點,否則已經死局。

死型二:貼牆

箱子一旦貼上一面牆,就只能沿著這面牆滑動,永遠離不開牆邊——除非牆上有缺口。所以推箱子上牆之前先看清楚:這面牆上有目標點嗎?沒有的話,這一推就等於宣判。牆邊還有一個隱藏陷阱:貼牆的箱子滑進牆邊的角落同樣是死。

死型三:抱團

四個箱子推成 2×2 的方塊時互相卡死,誰也動不了——除非四個都恰好停在目標點上。兩個箱子並排貼牆也是類似的凍結:想推其中一個,另一個擋住了你需要的站位。多箱關卡裡,讓箱子保持距離本身就是安全策略。

從終點倒著想

正向思維(把箱子往目標推)容易忽略順序問題。更可靠的是倒推:先看每個目標點,問「箱子要從哪個方向推進來?我到時候站得到那個位置嗎?」目標點在角落或牆邊時,可行的推入方向往往只剩一種,這直接決定了前面所有步驟的順序。多目標關卡還要注意先填深處:先把最裡面的目標點填掉,否則完成的箱子會堵住後面的路。

站位也是資源

推箱子時你必須站在箱子的正後方。規劃路線時不只要問「箱子能不能過去」,還要問「我繞得到推它的那一側嗎」。很多看似可行的計畫,敗在玩家自己被箱子或牆擋住,繞不到需要的站位。

在本站怎麼玩

本站推箱子提供多個關卡,介面會記錄步數、推動次數與用時。「復原一步」可以撤銷上一步——善用它把每一次不確定的推變成安全的試探:推一步看局面,不對就退回來。方向鍵、WASD 或螢幕按鈕都可以移動。

找找看:進入推箱子,開局先把所有死角標出來再動手。

Irreversibility is the only real enemy

One rule in crate-pushing puzzles does all the damage: boxes push, never pull. A wrong walk can be walked back; a wrong push may be permanent. The gap between novices and strong players is not speed — it is the pre-push check: is this push reversible, and does it create a deadlock, a position from which the level can no longer be completed?

Deadlock one: corners

A box pushed into a non-goal corner is finished — two walls, no direction left to push. It is the easiest deadlock to see and the one beginners hit most. Before the first move, mentally paint every non-goal corner as forbidden ground.

goalwall
A cornered box (✗) has walls on two sides; unless the corner is a goal, the level is lost.

Deadlock two: walls

Once a box touches a wall it can only slide along that wall — it never leaves the wall line unless there is a gap. So before pushing a box against any wall, ask: does this wall have a goal on it? If not, the push is a verdict. The wall carries a second trap: a wall-sliding box that reaches the wall's corner is dead by rule one.

Deadlock three: clusters

Four boxes forming a 2×2 square freeze each other permanently — unless all four happen to sit on goals. Two boxes side by side against a wall freeze the same way: pushing either requires standing where the other one is. In multi-box levels, keeping boxes apart is itself a safety policy.

Plan backward from the goals

Forward thinking ("push boxes toward goals") hides ordering problems. Work backward instead: for each goal, ask from which direction a box must arrive and whether you will be able to stand behind it at that moment. Goals in corners or against walls usually admit exactly one entry direction, and that single fact dictates the order of everything earlier. With several goals, fill the deep ones first — a finished box near the entrance blocks the corridor behind it.

Your own position is a resource

Pushing requires standing directly behind the box. Route planning must therefore ask two questions, not one: can the box get there, and can I reach the pushing side? Plenty of plausible plans die because the player, not the box, is sealed off from the square they need to occupy.

On this site

Our Crate Push offers multiple levels and tracks steps, pushes and time. The undo button reverses your last move — use it to turn every uncertain push into a safe probe: push once, read the position, step back if it looks wrong. Move with arrow keys, WASD or the on-screen buttons.

Try the discipline: open Crate Push and mark every dead corner before your first push.