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* They were included in Windows OS Vista and 7 as desktop gadgets.

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* They were included in Windows OS [[Platform/MicrosoftWindows Windows]] Vista and 7 as desktop gadgets.
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When used in video games, depending on the player's familiarity with this kind of puzzle, thay can easily become ThatOnePuzzle or a source of GuideDangIt; [[https://www.wikihow.com/Solve-Slide-Puzzles see here]] for a beginner's guide to solving them.
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General clarification on works content


* In ''VideoGame/WarioWareDIY'', [[spoiler:Orbulon]]'s boss stage is a 3x3 variant of this.

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* In ''VideoGame/WarioWareDIY'', [[spoiler:Orbulon]]'s boss stage is a 3x3 variant of this. The numbers shown by their respective tiles have to be arranged from 1 to 8 before time runs out.

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* This is the premise of the minigame "Puzzle", which shipped with early versions of UsefulNotes/AppleMacintosh from the original to System 7. Later revisions of Mac OS replaced "Puzzle" with a jigsaw puzzle.

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* This is the premise of the minigame "Puzzle", which shipped with early versions of UsefulNotes/AppleMacintosh Platform/AppleMacintosh from the original to System 7. Later revisions of Mac OS replaced "Puzzle" with a jigsaw puzzle.



* The UsefulNotes/SegaGenesis version of ''VideoGame/Action52'' has this.

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* The UsefulNotes/SegaGenesis Platform/SegaGenesis version of ''VideoGame/Action52'' has this.
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added Recap page and edited example for Historical Present Tense, grammar and punctuation


* ''Series/{{CSINY}}'' featured a large scale sliding puzzle as part of the floor in the apartment of inventor. It is already solved and turns out to be [[spoiler:part of a DeathTrap]]

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* ''Series/{{CSINY}}'' featured ''Series/{{CSINY}}'': "[[Recap/CSINYS06E10 Death House]]" features a large scale sliding puzzle as part of the floor in the apartment of an inventor. It is already solved and turns out to be [[spoiler:part of a DeathTrap]]DeathTrap]].
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* ''VideoGame/GhostTrick'': In the iOS version and the HD remaster, there are three sets of three 15-puzzle games, one each being 3X3, 4X4, and 5X5. In the case of the latter re-release, completing all three 5X5 puzzles can net you the "Shifting Shape to Get By" achievement.
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* Sam Loyd, who claimed (probably falsely) to have invented the puzzle in the 19th century, offered a $1,000 reward. The puzzle conserves parity and cannot be solved if the numbers 14 and 15 are swapped, which was the configuration he provided it in. Rumor has it that Loyd couldn't patent the puzzle because it was insoluble, though "because he didn't invent it" is another plausible reason. ''TabletopGame/PerplexCity'' has a card based on Loyd's version of the puzzle. Henry Segerman [[https://www.youtube.com/watch?v=rfAEgxNEOrQ demonstrates]] a variation of this impossible puzzle where the puzzle is projected onto a cylinder and the opposite corners are placed adjacent to each other. This enables one to change the parity of tiles, thus rendering the problem soluble.

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* Sam Loyd, who claimed (probably falsely) to have invented the puzzle in the 19th century, offered a $1,000 reward. The puzzle conserves parity and cannot be solved if the numbers 14 and 15 are swapped, which was the configuration he provided it in. Rumor has it that Loyd couldn't patent the puzzle because it was insoluble, though "because he didn't invent it" is another plausible reason. ''TabletopGame/PerplexCity'' ''ARG/PerplexCity'' has a card based on Loyd's version of the puzzle. Henry Segerman [[https://www.youtube.com/watch?v=rfAEgxNEOrQ demonstrates]] a variation of this impossible puzzle where the puzzle is projected onto a cylinder and the opposite corners are placed adjacent to each other. This enables one to change the parity of tiles, thus rendering the problem soluble.
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* At least [[OncePerEpisode once per series]] in ''Series/TheCrystalMaze''.

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* At least [[OncePerEpisode once per series]] in ''Series/TheCrystalMaze''.''Series/TheCrystalMaze'', usually a giant-sized version. The first two series featured a 5 x 5 version, which was never completed, except on one occasion in thirty seconds, by fluke. The third series had a variation in which the crystal was in the middle, and the goal was to get the middle square vacant, with four black pieces around it.
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* In ''VideoGame/WarioWare D.I.Y.'', [[spoiler:Orbulon]]'s boss stage is a 3x3 variant of this.

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* In ''VideoGame/WarioWare D.I.Y.'', ''VideoGame/WarioWareDIY'', [[spoiler:Orbulon]]'s boss stage is a 3x3 variant of this.
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* ''VideoGame/BloodySpell'' have optional sliding puzzles for you to unlock larger treasure chests, whereas smaller ones can be opened with the usual hacking at the lock. The sliding puzzle-related chests expectedly yields far better upgrades and bonuses than the common ones. Humorously, enemies within vicinity of these chests (including ''bosses'') will patiently stop their attacks and patiently wait for you to finish your puzzle!


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* ''VideoGame/WildBlood'' have these puzzle types, sandwiched in-between killing legions and legions of Morgana's minions, where their completion is ''compulsory'' to obtain keys accessing the next stage. One walkthrough on [=YouTube=] even lampshades it in the description: "I HATE SLIDING PUZZLES!"
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* ''VideoGame/LaterAlligator'': This is Papouli's minigame. It starts out with a 3x3 version in order to reassemble a picture of his late wife, but after that's done, he sneezes, revealing a standard 4x4 puzzle on the other side, with a picture of his secret other wife who is currently in witness protection. [[AntiFrustrationFeatures The game has an auto-solve feature for this puzzle if the player takes too long]], but a puzzle piece is awarded for solving these puzzles without it.
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** ''VideoGame/SuperMario64'': Such a puzzle also appears in the LethalLavaLand course. It solves and scrambles itself, though. Whenever it reaches the solution, coins pop out of all the panels. The puzzle is the only thing standing between Mario and hot molten lava, so the moving vacancy acts as a mobile hazard.

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** ''VideoGame/SuperMario64'': Such a puzzle also appears in the LethalLavaLand course. It solves and scrambles itself, though. Whenever it reaches the solution, coins pop out of all the panels. The puzzle is the only thing standing between Mario and hot molten lava, so the moving vacancy acts as a mobile hazard.

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* Such a puzzle also appears in the LethalLavaLand course of ''VideoGame/SuperMario64''. It solves and scrambles itself, though. Whenever it reaches the solution, coins pop out of all the panels. The puzzle is the only thing standing between Mario and hot molten lava, so the moving vacancy acts as a mobile hazard.

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* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMario64'':
Such a puzzle also appears in the LethalLavaLand course of ''VideoGame/SuperMario64''.course. It solves and scrambles itself, though. Whenever it reaches the solution, coins pop out of all the panels. The puzzle is the only thing standing between Mario and hot molten lava, so the moving vacancy acts as a mobile hazard.hazard.
** ''VideoGame/MarioPartyIslandTour'': The minigame Tile Savvy has each character to slide the pieces of a scrambled puzzle in order to reveal an image, and doing so will reveal the next puzzle to solve. The first character to solve three tile puzzles wins.
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* ''Literature/TheCaliforniaVoodooGame'' throws out one of these in a timed situation. The trick is that it's a word-version and there are two [=Rs=]: "RATE, YOUR, MIND, PAL". Put them in the wrong place and the puzzle is uncrackable.

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* ''Literature/TheCaliforniaVoodooGame'' ''Literature/DreamPark'' throws out one of these in a timed situation.situation in ''The California Voodoo Game''. The trick is that it's a word-version and there are two [=Rs=]: "RATE, YOUR, MIND, PAL". Put them in the wrong place and the puzzle is uncrackable.
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* In ''VideoGame/{{Ripper}}'', two cyberspace locations - the WebRunners' Archive and Falcon Eddie's personal well - are protected by these puzzles. [[spoiler:However, the game has cheat codes for all the puzzles in cyberspace.]] A woman who gives you the former well's address unintentionally [[LampshadeHanging lampshades]] this.

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* In ''VideoGame/{{Ripper}}'', two cyberspace locations - the WebRunners' [=WebRunners=]' Archive and Falcon Eddie's personal well - are protected by these puzzles. [[spoiler:However, the game has cheat codes for all the puzzles in cyberspace.]] A woman who gives you the former well's address unintentionally [[LampshadeHanging lampshades]] this.



* The UsefulNotes/SegaGenesis version of ''VideoGame/{{Action 52}}'' has this.

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* The UsefulNotes/SegaGenesis version of ''VideoGame/{{Action 52}}'' ''VideoGame/Action52'' has this.
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* ''VideoGame/DangerousAdventureII'' uses 15-puzzles for its lockpicking mechanic (letting you open chests without a key), using an image of a chest instead of numbers. Failing makes you unable to open the chest until you restart the map (which also respawns the enemies).

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* The indie game ''VideoGame/{{Cogs}}'' is this TurnedUpToEleven.

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* %%* The indie game ''VideoGame/{{Cogs}}'' is this TurnedUpToEleven.an {{exaggerated|Trope}} form of this.
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* Showed up as a hidden MiniGame in ''VideoGame/FinalFantasyI'' and all of its remakes. Accessing the puzzle required you to GetOnTheBoat and hold down one button while mashing another. Completing the puzzle gave your party extra money, but just how much depended on which version of the game you played.

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* Showed up as a hidden MiniGame in ''VideoGame/FinalFantasyI'' and all of its remakes. Accessing the puzzle required you to GetOnTheBoat get onto the ship and hold down one button while mashing another. Completing the puzzle gave your party extra money, but just how much depended on which version of the game you played.played; in the NES version, it's a mere 400 gold, which can be earned much faster by simply fighting monsters.

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* Sam Loyd, who claimed (probably falsely) to have invented the puzzle in the 19th century, offered a $1,000 reward. The puzzle conserves parity and cannot be solved if the numbers 14 and 15 are swapped, which was the configuration he provided it in. Rumor has it that Loyd couldn't patent the puzzle because it was insoluble, though "because he didn't invent it" is another plausible reason. ''TabletopGame/PerplexCity'' has a card based on Loyd's version of the puzzle.
** Henry Segerman [[https://www.youtube.com/watch?v=rfAEgxNEOrQ demonstrates]] a variation of this impossible puzzle where the puzzle is projected onto a cylinder and the opposite corners are placed adjacent to each other. This enables one to change the parity of tiles, thus rendering the problem soluble.

to:

* Sam Loyd, who claimed (probably falsely) to have invented the puzzle in the 19th century, offered a $1,000 reward. The puzzle conserves parity and cannot be solved if the numbers 14 and 15 are swapped, which was the configuration he provided it in. Rumor has it that Loyd couldn't patent the puzzle because it was insoluble, though "because he didn't invent it" is another plausible reason. ''TabletopGame/PerplexCity'' has a card based on Loyd's version of the puzzle.
**
puzzle. Henry Segerman [[https://www.youtube.com/watch?v=rfAEgxNEOrQ demonstrates]] a variation of this impossible puzzle where the puzzle is projected onto a cylinder and the opposite corners are placed adjacent to each other. This enables one to change the parity of tiles, thus rendering the problem soluble.
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None

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* ''VideoGame/DragonAgeOrigins'' DownloadableContent, ''The Stone Prisoner'', has a variation in which to solve it, the player must render a path for a stream of flames to follow and hit a magic pedestal.

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--> '''Woman:''' You're on your own with the ICE, though. It's a bitch.

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--> '''Woman:''' You're on your own with the ICE, though. It's a bitch.bench.



* Sam Loyd, who claimed (probably falsely) to have invented the puzzle in the 19th century, offered a $1,000 reward. The puzzle conserves parity and cannot be solved if the numbers 14 and 15 are swapped, which was the configuration he provided it in. Rumor has it that Loyd couldn't patent the puzzle because it was unsolvable, though "because he didn't invent it" is another plausible reason. ''TabletopGame/PerplexCity'' has a card based on Loyd's version of the puzzle.

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* Sam Loyd, who claimed (probably falsely) to have invented the puzzle in the 19th century, offered a $1,000 reward. The puzzle conserves parity and cannot be solved if the numbers 14 and 15 are swapped, which was the configuration he provided it in. Rumor has it that Loyd couldn't patent the puzzle because it was unsolvable, insoluble, though "because he didn't invent it" is another plausible reason. ''TabletopGame/PerplexCity'' has a card based on Loyd's version of the puzzle.puzzle.
** Henry Segerman [[https://www.youtube.com/watch?v=rfAEgxNEOrQ demonstrates]] a variation of this impossible puzzle where the puzzle is projected onto a cylinder and the opposite corners are placed adjacent to each other. This enables one to change the parity of tiles, thus rendering the problem soluble.

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