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{{trope}}
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A more general version of the "sliding puzzle" will have the player try to put together an image in the same manner as above. The picture you're trying to reassemble is usually printed on the back of the box to minimize frustration.
The puzzle traces back at least to Noyes Palmer Chapman in 1874; later on, Sam Loyd claimed to have invented it.
{{examples}}
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== [[Video Games]] ==
* Showed up as a hidden [[Mini Game]] in ''[[
* Also a mini-game in ''[[The Simpsons]]: Bart vs. the World'', where pictures of the Simpsons cast were shown, and you would have to slide the puzzle around to make it look normal.
* ''Beyond the Beyond'' had a smaller sliding puzzle, which one had to complete to gain access to a church early in the game.
* Such a puzzle also appears in the [[Lethal Lava Land]] course of ''[[
* Some level 3 clues in ''[[
** That's a clue. A quest which has one of those is Monkey Madness. People were getting so desperate, they paid vast sums of ingame money to an NPC to not have to solve it! {{spoiler|A Void Dance}} also has a 3x3 version.
** There's also the infamous puzzle in Elemental Workshop III. A three-dimensional, multi-story sliding tile puzzle, which you have to work multiple times to complete, with an irritating interface, a limited amount of moves, and no way to fix even the smallest mistake.
* Appears in a library in a minigame in ''[[
* The door to the Hall of Records in ''[[The Neverhood]]'' opens only when you solve an 8-puzzle which depicts the letter 'H'.
* ''Another Code'' (known in the United States as ''[[Trace Memory]]'') had such a sliding puzzle. Each time the puzzle was activated, the pieces would be ordered differently: Meaning that some combinations were trivial, and some were face-meltingly tough. Perhaps the only sticking point in the game if one is going for a new time record.
* Appears as a minigame in ''[[The Legend of Zelda:
** Aha, but that's what the doorman ''wants'' you to think...
* ''[[
** Made easier than most because you're able to slide two pieces at one time.
* ''[[Professor Layton and
* The PC game ''Secrets of Da Vinci: The Forbidden Manuscript'' has one of these; after you've sketched a copy of the ''Mona Lisa'', you have to slide the different parts of the drawing around until they are in the correct placement. In terms of the story, this is the most illogical puzzle in the entire game, as there is no plausible reason why you would have drawn it that way in the first place. (It's also one of the most difficult puzzles in the entire game, and many players have taken advantage of a glitch which forces the game to solve it for you.)
* Found in ''[[Barkley, Shut Up and Jam: Gaiden]]'' for a very cheap reward.
* ''[[
* The game for ''[[Finding Nemo]]'' completely overloaded on these. This troper was actually driven insane and stopped playing because there were so damn many.
* There's one in ''[[Castlevania]]: Dawn of Sorrow'', but you don't really have to "solve" it; instead, each piece represents a room in a 16-square area, and arranging the pieces into a path allows you to traverse it. Each room can only be reached in one to three directions depending on the piece.
* ''[[Silent Hill]]'' adores these things. ''[[Silent Hill Homecoming]]'' has a fiendishly difficult one with ''irregularly sized'' blocks.
* This is the premise of the minigame "Puzzle", which shipped with early versions of [[Apple Macintosh]] from the original to System 7. Later revisions of Mac OS replaced "Puzzle" with a jigsaw puzzle.
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* ''[[The
** The original [[The
* ''Castle of Doctor Brain'' has one of these in the Maths hallway early in the game. Depending on the difficulty it will be 3×3 or 4×4 with numbers or 5×5 with an image.
* A variation in ''Safecracker'' has no open space, but instead allows sets of four adjacent pieces to be rotated around their point of intersection. Also, the picture you need to reconstruct is shown only {{spoiler|on the game's menu page}}.
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* Forced upon you early on in ''[[Final Fight]] Streetwise'' in order to progress and get some clues or something, then playable afterwards whenever you go back to the building and feel like playing it.
* The Genesis version of ''[[Action 52]]'' has this.
* In ''[[
* In the second game of [[Drakensang]] there's such a puzzle in the depths of the old Efferdian Temple on the Forgotten Island. You have to move the blocks in order to form the picture of a water nymph, but all the tiles are numbered. {{spoiler|You also need the sixteenth tile from the Water Dragon's lair to complete the puzzle and reach the innermost chamber.}}
* The strange cube item in ''[[Kingdom of Loathing]]'' is a sliding puzzle with a twist. If you solve it the normal and obvious way you get a minor reward but if you solve it in another way hinted at nowhere in the game you get a better reward.
* ''[[Freddi Fish]] 2: The Case of the Haunted Schoolhouse'' has one of these on the ceiling above a statue, with three difficulty settings: one normal puzzle, one with a rectangular piece, and one with two rectangular pieces. Solving it is completely
* With the recent trend to mix [[Hidden Object Game
* The flash game ''[[Continuity (
== [[Real Life]] ==
* These are given out all the time in party favor bags and the like.
* 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.
** ''[[Perplex City]]'' has a card based on Loyd's version of the puzzle.
{{reflist}}
[[Category:Stock Puzzle]]
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