Megaminx Question

Zaxef

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2009MATH02
So I just got my Megaminx, and I can solve it very easily up to the Last Layer..
I can orient the edges just fine too using the 3x3 algs..

However, for the Edge Perms, Corner Orientations and Corner Perms.. There are
13 (there's probably more of course) algs that I need to learn..
I'm sure I'll learn them all eventually, but it there a way to use 3x3 algs on the minx so I don't need to be carrying around a piece of paper with the algs until I learn them?

Or can I somehow use only 1 or 2 algs? Like CW/CCW adjacent edge/corner swaps and adjacent corner orientations?

Edit: Also, how do I get the center caps off to adjust the tension? :/
I can't seem to pry them off with my flat head screwdriver

Edit #2: Ok, I know how to do all the LL operations easily now, the only thing I'm having a little trouble with is Corner Orientation, what can I use for it? I suppose I could learn the algs but there's 8 of them and I'm not that comfortable with the Minx yet
 
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I just use 4 algorithms (and do some in reverse to save time) -- one for orienting edges (like R' F R F' U' F' U F on 3x3, repeated as needed), one for cycling 3 edges (like Sune on 3x3, repeated as needed), one for cycling 3 corners (like Niklas on 3x3, repeated as needed), and one for twisting 2 corners (like (R' D R F D F')(U?)(F D' F' R' D' R) on 3x3, repeated as needed).
 
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Also, how do I get the center caps off to adjust the tension? :/
I can't seem to pry them off with my flat head screwdriver
PUZL heat welds the caps on in one spot, so use an X-Acto knife or a thin blade to pry it off.
clone2520cap.jpg
 
You can orient corners by using sune, anti-sune and their mirrors (or inverses depending on how you do sune and anti-sune). Some of the other CO OLLs for 3x3x3 also work in similar ways on Megaminx. Use a combination of these algorithms to orient corners.

You can do edge permutation with some easy PLLs. For example, the algorithm L U' R' U L' U2' R U' R' U2 R (J-perm) does an anti-clockwise 3-cycle of edges (and some other stuff).
The algorithm R U R' U R' U' R2 U' R' U R' U R U2' does the same 3-cycle as the previous algorithm, but in a 'purer' sense, since it does not permute any corners.

Corner permutation is easy to do with commutators. I'm sure there are plenty of good (and nubile; be careful) explanations of corner commutators for Megaminx on YouTube.
 
I perform my Sune as R' U' R U' R' U2 R, but you might prefer R U R' U R U2 R' or left handed. You can do the inverse to cycle the other way.

I do Niklas on 3x3 as R' U L' U' R U L U'. Note it also twists some corners as it cycles them.
 
ok thanks.. I use the method R- FDR+/- R+ method for permuting the last corners..
It's mostly just Permuting Edges and Orienting Corners I'm having a problem with, so thanks for the replies :)

Edit: I just realized the two algs I have for rotating 3 adjacent edges are the same as Sune and Anti-sune with just an additional U turn thrown in..
So I only have 11 algs to learn then :P
 
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Ok, I know how to do all the LL operations easily now, the only thing I'm having a little trouble with is Corner Orientation, what can I use for it? I suppose I could learn the algs but there's 8 of them and I'm not that comfortable with the Minx yet

(People are saying to use Sune.. but Sune also moves my edges?
So would I do Edge orientation, Corner orientation then Edge Perms, Corner Perms

instead of..

EO, EP, CO, CP?
 
mefferts has an algo to permute corners (2 at a time) without anything else getting moved. I don't know what the proper way to write it but it is right here page 11 http://www.mefferts.com/puzzles/megasolb.html

The rest of his method is horrible but I do use this algo frequently -- you can put various corners beside each other to minimize how many times you have to do it (usually one or two times is all that is needed).

This is probably not considered a fast and efficient method but it is easy to remember and fairly fast once you get it under your fingers.
 
You can permute edges clockwise with a J-perm without the U at the end (RUR'F'RUR'U'R'FR2U'R', anticlockwise with a F-perm and if there is a tree shape (looks like an F perm) you can solve that with a T-perm. Orientation of corners can be done with sune/antisune or commutators, and permutation of corners with commutators.
 
You can permute edges clockwise with a J-perm without the U at the end (RUR'F'RUR'U'R'FR2U'R', anticlockwise with a F-perm and if there is a tree shape (looks like an F perm) you can solve that with a T-perm. Orientation of corners can be done with sune/antisune or commutators, and permutation of corners with commutators.

I'll try this but I don't quite understand..
I'm currently using Sune/Anti-Sune variants to permute the edges..
Using it to orient the corners won't permute my edges in a way that I don't want?
 
The problem is (as always) that people assume you must do the same as they do without even really reading what you wrote. They give you solutions which work for OLL/PLL methods, which is obviously not what you're asking for, That's what leads to such an absurd discussion.
If you do CO after EP but before CP, you can use for example some niklaas variants (LFRF'L'FR'F orients two corners, LU'R'UL'U'RU orients three) to otient corners.
For CP, you can use commutators. Another nice and easy to remember 3-cycle: (L2 U2 L'2 U)^4.
 
Corner orientation: Just use sexy-move
Example:
(R U R' U')*2
D
(R U R' U')*2
D2
(R U R' U')*2
D2' D'

I hope you understand how this works just by the way I wrote this. Basically, you just orient 1 corner at a time with (R U R' U')*2 and then you put a new corner in the "orientates corner workplace"
If you need to orient 4 corners clockwise and 1 corner counterclockwise, this would result in:
(R U R' U')*2
D
(R U R' U')*2
D
(R U R' U')*2
D
(R U R' U')*2
D
(R U R' U')*4 (or (U R U' R')*2)
D' D' D' D' (or simply D)
 
Corner orientation: Just use sexy-move
Example:
(R U R' U')*2
D
(R U R' U')*2
D2
(R U R' U')*2
D2' D'

I hope you understand how this works just by the way I wrote this. Basically, you just orient 1 corner at a time with (R U R' U')*2 and then you put a new corner in the "orientates corner workplace"
If you need to orient 4 corners clockwise and 1 corner counterclockwise, this would result in:
(R U R' U')*2
D
(R U R' U')*2
D
(R U R' U')*2
D
(R U R' U')*2
D
(R U R' U')*4 (or (U R U' R')*2)
D' D' D' D' (or simply D)

I don't understand what you mean really by D..
Would I be putting the LL in the D layer?
And is it DFR or DFL, does it matter?
:(
 
I think that's what Arnaud means, yes. The LL should go in the D layer.
If you want to leave it in the U layer, you can also perform (L' F L F')^2 and (F L' F' L)^2 moves to orient corners.
Note that the sexy move is the easiest way to perform CO at the very end of the solve, but not the fastest. If you have 5 corners to orient, for example, L U L' U L U' L' U2 L U'2 L' U L U' L' U2 L U2 L' and its inverse are much faster.
 
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