Tag: boxxle

  • Boxxle (1989)

    Boxxle (1989)

    Can we address the homunculus in the room first? I hate looking at the cover of Boxxle so much it’s unreal. No one has ever been so face-warpingly overjoyed to be pushing boxes. Blink twice if you’re being exploited, man!

    It is time to introduce The Sokoban Clause. The Game Boy’s library is chock full of these damn things, especially early in its life, and I have a horrible Sokoban allergy that’ll see me breaking out in hives if I play them for too long. That’s not to say I’m incapable of enjoying it or its offshoots (as we’ll see in later entries), but I generally prefer it as part of a larger design as opposed to pure unadulterated crate pushing. Going forward, massive Sokoban collections like this are going to necessitate some degree of level skippery, generally by way of passwords. I still intend to beat most of any given crate-shover for the purpose of thoroughness, but I can only shove so much crate before the splinters make it hard to type.

    And boy, Boxxle really offers nothing else to enjoy beyond manual labor. Aside from the cute little arcade game-esque interludes every 10 levels there are no ideas beyond “get back to work, asshole”. You don’t push different boxes. The levels are never anything but brick warehouses filled with wooden crates – the literal only thing that might surprise you is how the game zooms out to a smaller sprite set for big levels so you can still see the entire board. There are no obstacles beyond walls. It’s the same thing 108 times. The background music never even changes from the same 26 second loop! Yes it’s a whole 26 seconds, I counted. Because I had nothing else to think about.

    There are some considerations taken that make Boxxle marginally more tolerable than earlier Sokoban riffs. Restarts are quick. There is technically an undo button, though don’t give them too much credit as it only works for a single step. Anyone who’s played enough of these will tell you that you’re most likely to realize you botched your 100 step plan back at step 49 upon reaching step 78. Concluding our positives, there’s an incredibly crusty “YEAH” voice sample upon completion of each level that would make an excellent addition to any soundboard.

    You want proof that this game is too much of a bland thing? I used a YouTube playthrough to source my passwords because I don’t trust search engines or the internet at large anymore, and cheat sites were never reliable in the first place. After nearly passing out from exhaustion in world 5 I decided to skip a couple levels. Apparently the game’s fatiguing influence doesn’t just affect me, because after the post-world interlude the video includes 4 minutes of literally nothing. No menuing, no input, just a union-mandated 4 minutes of rest before mustering the spirit to continue on. The music kicks back in, the next level starts, and our hero just kind of sits there for a moment longer, contemplating quitting at the halfway point before eventually getting back to the grind. And despite that, this video is still the only valid speedrun I could find that wasn’t a TAS! Not even speedrunners want to touch this! Do you know how soul-sucking a game has to be to have a single run go unchallenged for nine years?

    This game’s credits end on the words “SEE YOU AGAIN” on an otherwise blank screen. I consider this to be a targeted threat, and if it wasn’t for this project I would be beyond excited to tell it no. Alas, Boxxle has a direct sequel and we are far, far away from escaping Sokoban’s gravitational pull on this system. Next time I talk about one of these it’ll be an example of how to do them right!

    1.5/5 vile demons in human guises sentenced to box pushing for their crimes

    one and a half boxxle faces