brododragon
Veteran
I invented a method, does it count?Someone needs to invent Alaskan Kociemba. You already have the hard part(The name), so it shouldn't be too hard. Anyone who invents it will get early access to my website.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
I invented a method, does it count?Someone needs to invent Alaskan Kociemba. You already have the hard part(The name), so it shouldn't be too hard. Anyone who invents it will get early access to my website.
Given my limited geography knowledge, I believe Hawaii is the tropical end and Alaska is a arctic end of the tropical-temperate-Arctic spectrum.Someone needs to invent Alaskan Kociemba. You already have the hard part(The name), so it shouldn't be too hard. Anyone who invents it will get early access to my website.
If you Start with ZZ EO than solve The Dl DB DF edges aswell as the L And BL edges Do L and BL edges than solve the other edges with the Right side you can use something like SSC method keyhole to solve the 2x2x3 than with edges already oriented finish the other 2 pairs.(while holding the unsolved cross piece on right)Given my limited geography knowledge, I believe Hawaii is the tropical end and Alaska is a arctic end of the tropical-temperate-Arctic spectrum.
Plus, I believe Kociemba is a family name.
So Alaskan Kociemba should belong to the same family as Hawaiian Kociemba, but should feel arctic rather than tropical somehow. Hmm..
How about the following:
Step 1: Orient all F2L edges (8 edges) while solving the edges in DB, DL and BL (while ensuring that the DBL corner is some top layer corner)
Step 2: Solve the FL square and Right block like in ZZ, to get F2L minus one corner.
Step 3: Use AK-OLL to orient all edges and corners (I guess ~170 algs, 57 of which are OLLs)
Step 4: Use AK-PLL to permute everything (93 algs, basically TTLL + PLLs)
Step 1 is the same amount of work as HK (EO of 8 edges, placing 3 of them).
Step 2 is the same amount of work as HK, solving 2 squares and 1 pair instead of 4 pairs, and also has fewer blindspots.
Step 3 has similar number of algs as HK-OLL, and similar recognition.
Step 4 is already completely developed, and has similar number of algs as HK-PLL with better recognition.
You could have better speed with the variant where you also solve the DF edge in step 1; which leave you with only right block and FL slot for second step, and thus requiring no F2 moves plus better look ahead. People solve EO crosses in inspection, this should be doable given we aren’t orienting top layer edges.
Its the same family, just look at how similar these methods are. Thus, Kociemba.
Hawaii is on one side of the country, its like an "edge", that's what remains after F2L-1piece; Alaksa is at a "corner" of the country, that's what remains after F2L-1piece.
Alaskan Kociemba People!
What method?I invented a method, does it count?
Do you think this could be effiecient/fast?Not sure if this has been thought of already, let me know if it sounds familiar. 5x5 Method:
- Solve one center
- Solve three other 2x2x3s of center pieces around the initial center with the block oriented toward the first center on D, F, and B. If this doesn't make sense I can post pictures.
- Use the free Rw slice on the right to make the LF and LB F2L edges and pair them with the corner to make the F2L pairs and insert.
- Solve the bottom center, rotations are ok.
- Solve the DF left wing and midge, and the DB left wing and midge without disturbing centers.
- Finish F and B centers
- Solve remaining DF and DB wing by oreinting it so the cross color is on top and the wing is in the UB position. Then do Rw U2 Rw' U2 Rw U2 Rw' U2 Rw U2 Rw' to solve it repeat in the back
- Rotate to finish centers
- End with Yau5 sort of reduction to 3x3 stage.
The limiting factor feels like the 3rd step. I haven't done movecount tests but it feels like less than reduxDo you think this could be effiecient/fast?
Redux is more efficient than yau/hoya, if you can get good tps this is huge. Also please post the pictures.What is the average 5x5 movecount for redux?
The one listed above has an average of 280 STM
What is the movecount for redux or hoya?Redux is more efficient than yau/hoya, if you can get good tps this is huge. Also please post the pictures.
Hoya is least efficient of big3 redux is most this method has to much thinking for tps rn ):
But what is the number of moves?Hoya is least efficient of big3 redux is most
I dont know exacts look it up if yu canBut what is the number of moves?
Does anyone else know?I dont know exacts look it up if yu can
New(?) method for LS+OLL: First, solve LS corner+EO. Then, solve LS edge+CO. This is similar to MGLS, but I believe it has less algs, though I don't know about effeciency. The first step has around 18-36 algs, including mirrors, and the second step should just have 14, 7 excluding OCLL. Has this been proposed before, and if so, are there algs anywhere for it?
Why is it worse? It has less algs then most other LS+OLL methods, and recognition is pretty good. Does it have bad movecount?As you said, this is similar to MGLS. It's been proposed before, but no algs have been genned because MGLS is better and LS->OLL is better than MGLS
This has already been proposed, and is called JJLS:New(?) method for LS+OLL: First, solve LS corner+EO. Then, solve LS edge+CO. This is similar to MGLS, but I believe it has less algs, though I don't know about effeciency. The first step has around 18-36 algs, including mirrors, and the second step should just have 14, 7 excluding OCLL. Has this been proposed before, and if so, are there algs anywhere for it?