Introduction
Number Puzzle is a time-attack sliding tile game featuring six progressive stages with grid sizes from 3×3 to 5×6. Success requires mastering efficient solving algorithms, optimal move sequencing, and strategic time management. This guide teaches proven techniques used by expert puzzle solvers to minimize moves and maximize scores.
Scoring System Breakdown
Time Bonus Calculation
Each stage has a time limit. Leftover seconds multiply by a per-second bonus value that increases with difficulty:
- • Stage 1 (3×3): 45s limit, +10 pts/second
- • Stage 2 (3×4): 60s limit, +15 pts/second
- • Stage 3 (4×4): 75s limit, +20 pts/second
- • Stage 4 (4×5): 90s limit, +30 pts/second
- • Stage 5 (5×5): 120s limit, +40 pts/second
- • Stage 6 (5×6): 150s limit, +50 pts/second
Combo Multipliers
Completing stages without exceeding move thresholds builds your combo multiplier:
- • Under optimal moves: +0.5× multiplier
- • Perfect solve (minimum moves): +1.0× multiplier
- • Max multiplier: 5.0×
- • Timeout penalty: Reset to 1.0×
Optimal move counts: 3×3=15, 3×4=25, 4×4=40, 4×5=60, 5×5=85, 5×6=120 moves
Core Solving Algorithms
1. Row-by-Row Method (Beginner Friendly)
Best for: Stages 1-3 (3×3 to 4×4 grids)
Solve the puzzle systematically from top to bottom, left to right. Once you correctly place the top row, never move those tiles again.
- Position tile #1 in top-left corner
- Bring tile #2 to position (row 1, col 2)
- Continue filling row 1 from left to right
- Lock row 1, move to row 2 and repeat
- For last 2 rows/columns, use rotational patterns
Average moves: 120-150% of optimal (acceptable for learning)
2. Edge-First Strategy (Intermediate)
Best for: Stages 3-5 (4×4 to 5×5 grids)
Solve perimeter tiles first, then work inward. This creates a "frame" that constrains the problem space.
- Solve entire top row (left to right)
- Solve entire bottom row (left to right)
- Solve left column (top to bottom, excluding corners)
- Solve right column (top to bottom, excluding corners)
- Solve remaining center using row-by-row
Average moves: 105-115% of optimal (recommended for consistent scores)
3. Pattern Recognition Method (Advanced)
Best for: All stages, especially 5×6
Recognize common misplacement patterns and execute memorized solution sequences. Requires extensive practice but achieves near-optimal move counts.
Common Patterns:
- • Two-tile swap: When two tiles are swapped, use 3-move rotation pattern
- • Clockwise cycle: Three tiles rotated clockwise need 5-move counter-rotation
- • Corner lock: Tile in wrong corner but correct quadrant: 7-move pattern
- • Linear chain: Multiple tiles offset by 1 position: sliding cascade technique
Average moves: 95-100% of optimal (expert level)
4. Heuristic Solver (Expert)
Best for: Speedrunning and leaderboard competition
Mentally calculate Manhattan distance (sum of tile displacement distances) and choose moves that reduce total distance most efficiently. Requires quick mental math.
Formula: For each tile, distance = |current_row - target_row| + |current_col - target_col|
Always choose the move that reduces total Manhattan distance the most, while avoiding moves that create hard-to-solve patterns.
Stage-Specific Strategies
Stage 1: 3×3 Grid (8 tiles)
EASYOptimal: ~15 moves | Time limit: 45s
Strategy: Use row-by-row. Solve row 1 (tiles 1-3), then position tiles 4-5 in row 2. The last 3 tiles (6-8) form a simple rotation that can be solved in 3-6 moves. Aim for 20-25 second completion to bank 20-25 seconds × 10 pts = 200-250 bonus points.
Stage 2: 3×4 Grid (11 tiles)
MODERATEOptimal: ~25 moves | Time limit: 60s
Strategy: Edge-first works well. Solve all 4 corners first (tiles 1, 3, 9, 11), then fill edges. The 3-tile center can be solved with a simple clockwise/counter-clockwise pattern. Target 35-40 second completion for maximum bonus.
Stage 3: 4×4 Grid (15 tiles)
HARDOptimal: ~40 moves | Time limit: 75s
Strategy: This is the classic 15-puzzle. Mandatory pattern recognition stage. Solve rows 1-2 completely (tiles 1-8), then solve columns 1-2 of rows 3-4 (tiles 9,13 and 10,14). The final 2×2 square has only 2 possible states—memorize both solutions (6 moves each).
Stage 4: 4×5 Grid (19 tiles)
VERY HARDOptimal: ~60 moves | Time limit: 90s
Strategy: Edge-first is mandatory. Solve top row entirely (1-5), bottom row entirely (15-19), then left/right columns. The remaining 3×3 center solves like Stage 1. Do NOT attempt row-by-row from scratch—you'll exceed 100 moves and timeout.
Stage 5: 5×5 Grid (24 tiles)
EXPERTOptimal: ~85 moves | Time limit: 120s
Strategy: Combination approach. Solve outer ring using edge-first (16 tiles), leaving inner 3×3 grid. Requires quick decision-making and strong pattern recognition. Most players timeout here—practice this stage specifically. Use Shuffle button if you spot an extremely difficult configuration.
Stage 6: 5×6 Grid (29 tiles)
MASTEROptimal: ~120 moves | Time limit: 150s
Strategy: The final boss. Heuristic solver required for competitive times. Solve outer perimeter (18 tiles), then 3×4 interior using edge-first. Expect 150-180 moves on first attempts. Only top 10% of players complete this stage. Banking even 10 seconds = 500 bonus points, so every second counts.
Advanced Techniques
Look-Ahead Planning
Before moving any tile, mentally simulate the next 2-3 moves. This prevents dead-ends where you must undo progress.
Example: Moving tile X into position blocks access to tile Y. Instead, position Y first, then X.
Shuffle Strategic Use
Shuffle button randomizes tile positions without penalty. Use it when you spot configurations with high Manhattan distance (tiles far from targets).
Rule: If 5+ tiles are 3+ positions away from target, shuffle immediately.
Keyboard vs Touch
Arrow keys (desktop) are faster than tapping for rapid move sequences. Touch is better for visualizing multi-step patterns.
Hybrid: Use touch to plan, keyboard to execute. Reduces input errors by 30%.
Time Banking
Solve stages 1-3 as fast as possible to accumulate time for harder stages. Every second saved early = bonus points later.
Target: Finish Stage 3 with 75+ total banked seconds for stages 4-6.
Common Mistakes
Moving Already-Correct Tiles
Once a tile is in its final position (especially in outer rows/columns), never move it again. Lock it mentally.
Random Move Spam
Clicking frantically without a plan wastes moves and time. Every move should have purpose.
Ignoring Move Count
Time bonus only matters if you complete the stage. Exceeding 200 moves usually means timeout.
Ready to Solve?
Master these algorithms and watch your completion rate soar. Remember: efficiency beats speed.
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