Megaminx Slice Solve

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TheGrayCuber

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I've solved a 3x3 many times by only scrambling and solving with the slices, and it is extremely easy. A non-cuber could do it. I tried this on a 5x5, and it took a little while to figure out a solution, but eventually, it was quite easy to do. I tried to do this with a megaminx, but it is very difficult. Unlike cubes, it it much harder than a normal solve. The cube looks completely scrambled. The only difference between this and a normally scrambled megaminx is that a piece will always be opposite from the piece that it is opposite from when the cube is solved. It took me a few days to find a solution, creating algs that would work and testing a few different methods, and finally, i was able to find a method. It is quite slow, taking me around an hour, but it works. Has anybody else ever tried to do this? It is nowhere as easy as it would seem. If you think it's not hard, try it for yourself.
 
It doesn't seem like a very efficient way to solve a megaminx. For a cube, it works fine. I like the fact that you know what the back side looks like if you look at the front side because centers on large cubes always have the opposite colors in the same positions on the opposite sides. I was just messing around with solving my 4x4 with slice moves earlier today. It actually is quite efficient. It wouldn't make a good method though because you'd have to first meet the very strict requirements of positions solvable with slice moves.
 
This is pretty tricky, but was too awkward to do manually, so I ended up modifying one of my sims to let me play around with it XD Then I got everything solved except for two opposite corners flipped :|

It seems like blockbuilding approaches work pretty well, compared to more normal methods. I noticed that any algorithms which only affect the faces U, R, and F work fine, while other algorithms (even commutators) might do other totally unexpected stuff.
 
That is exactly what i had to do. Only algs with U F and R would work, but most corner perms have more than that. There also was that unexpected parity that you got, with 2 opposite corners flipped. I was able to come up with a solution for this, but it is somewhat difficult.
 
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