/* Scramble */
F D2 B' U2 B L2 R2 D2 L2 F L2 U' L2 U B U' F R' D2 L' D' Fw2 R2 U Rw2 R2 B D' Fw2 U2 D R2 Rw L' U2 L' D B' Rw Uw Rw2 Fw' Rw D' Fw2 D'
/* Solve */ /* orange blocks */
z y' R F R F u R2 z y' // oyb (6/6)
2U' L' u2 L f2 U' // obw (7/13)
u' r2 F' r2 F' R' f2 R2 r' F u' R' // owg (12/25)
r2 f u2 R2 f r2 F2 u r U f r U2 r' u r' u2 R' // ogy (18/43)
/* red blocks */
u B U R U' R' B2 D' R' D R B // four squares (12/55)
u2 r f2 u' F' // rby, ryg (5/60)
u2 L2 u' f u' f u f2 u L2 // most of rwb, rgw; 3 centres left (10/70)
/* 222 stage */
f' r2 // face (3/73)
f' u' f' u2 f' u2 f' // EG1 (7-1/79)
/* fix last few centre pieces */
B2 U' 2L U 2R U' 2L' U 2R' B2 // 3-cycle comm (14/93)
No computer assistance besides using alg.cubing.net to check the solution.
Most of the solve was done with the yellow-blue-orange corner block at the DBL location. This was to make it easier for me to track which face was which, but the downside is that some of the steps look like black magic because that's not the actual orientation I did the moves from.
The rby/ryg blocks were super lucky. There was already a free red-blue square; I saw that the F R U R' U' F2 L' U' L U F alg would cause the edge pieces for the red-blue-yellow corner to get connected immediately, and just doing an R2 there would form the red-blue-yellow block. However, this leads to parity (two 3-cycles and a 2-cycle of wings), and I think parity here is linked to the number of outer layer quarter turns. So do a few setup moves to bring the two squares to adjacent positions (to be paired with R or R'), and what do you know, there are two other free squares that also get paired up when I do that. So, that's how I got two blocks in only 17 moves.
The EG1 case is literally the only non-PBL EG1 case I know, and I don't even use it in speedsolves because I don't remember which angle it's supposed to be used from. Good thing it showed up, huh?
/* Scramble */
F D2 B' U2 B L2 R2 D2 L2 F L2 U' L2 U B U' F R' D2 L' D' Fw2 R2 U Rw2 R2 B D' Fw2 U2 D R2 Rw L' U2 L' D B' Rw Uw Rw2 Fw' Rw D' Fw2 D'
/* Solve */
/* orange blocks */
z y' R F R F u R2 z y' // oyb (6/6)
2U' L' u2 L f2 U' // obw (7/13)
u' r2 F' r2 F' R' f2 R2 r' F u' R' // owg (12/25)
r2 f u2 R2 f r2 F2 u r U f r U2 r' u r' u2 R' // ogy (18/43)
/* red blocks */
u B U R U' R' B2 D' R' D R B // four squares (12/55)
u2 r f2 u' F' // rby, ryg (5/60)
u2 L2 u' f u' f u f2 u L2 // most of rwb, rgw; 3 centres left (10/70)
/* 222 stage */
f' r2 // face (3/73)
f' u' f' u2 f' u2 f' // EG1 (7-1/79)
/* fix last few centre pieces */
B2 U' 2L U 2R U' 2L' U 2R' B2 // 3-cycle comm (14/93)
No computer assistance besides using alg.cubing.net to check the solution.
Most of the solve was done with the yellow-blue-orange corner block at the DBL location. This was to make it easier for me to track which face was which, but the downside is that some of the steps look like black magic because that's not the actual orientation I did the moves from.
The rby/ryg blocks were super lucky. There was already a free red-blue square; I saw that the F R U R' U' F2 L' U' L U F alg would cause the edge pieces for the red-blue-yellow corner to get connected immediately, and just doing an R2 there would form the red-blue-yellow block. However, this leads to parity (two 3-cycles and a 2-cycle of wings), and I think parity here is linked to the number of outer layer quarter turns. So do a few setup moves to bring the two squares to adjacent positions (to be paired with R or R'), and what do you know, there are two other free squares that also get paired up when I do that. So, that's how I got two blocks in only 17 moves.
The EG1 case is literally the only non-PBL EG1 case I know, and I don't even use it in speedsolves because I don't remember which angle it's supposed to be used from. Good thing it showed up, huh?
u U r x2 U' l' U l y' r U' r' // F2C
z' R U' D r2 U' x' U 3R U2 3R2 U // Blue red square
x' U' 2R2 R2 U R' U R2 L U' x // 1x3x4
3Rw' U 2Rw2 3Rw2 U 3R2 U2 3R' 3Rw' U' 3R' U 3R U2 r U2 r' U' 3Rw' r U r' U' r U2 r' // Ring Centers
U 3R2 U' R' U' R U' R U' r2 R U2 x' U' R2 U 3Rw' z' // Layer
U 3R' U L' U' 3R U L
U R U' l' U R' U' l
2R' U L U' 2R U L'
U' L U' 3R' U L' U' 3R
2R' U' R' U 2R 3R' U' R2 U 3R U' R'
U' R' U 3R' U' R U 3R // F3L
U2 R' F R F' U2 R2 B' R' B R' // CLL
[m', R U R' U'] U' [3R', R' U' R U] [m, F U' R F' U] // ELL
x y L2 f u' U' r z2 y' r' U2 r d l' U2 l // F2C
z' U2 r2 U' D' r2 F' l' D' // F3E
L' U' r U' r' L2 D L2 r2 3r L2 D l' F' l L2 U r U2 r' 3r2 U' 3r' 2L' U2 l // L4C
z' L F' U' L' U R U' R' u F U' F' u' F' U F u F U' F' u' R U2 R2 U R u' F' U F u // L9E
R U2 R2 U' R U2 R U R' U' F U F' y U R' U2 R U' R' U R U y' R U' R' U' R U' R' U R U' R' // F2L (F3L?)
U r' U2 l F2 l' F2 r2 U2 r U2 r' U2 F2 r2 F2 U' m2 U m2 U m' U2 m2 U2 m' // LL alg.cubing.net
F U r F U D l D l2 //Center
z2 U' R F' u R' //YR
F2 u2 D F' //YO
R2 U F' L F L' u L //YB
U2 L U L' //First Block
D'U' r U2 r' F2 2D2 l' U2 l //U center
z L' U r U 2L' U' 2L' U2 2L //Bars
L2 D' r' D L' F2 r F2 r' L' //Red and orange centers
L2 D' r2 L2 U r2 U' r2 U2 r2 // L2C
z' D2 2U' U' 3Fw' U 3Fw R' 3Uw2 R U R' e' R U' R' 3Uw' U2 F R' F' R u //first 3 edges
R U R2 U R' 3Uw2 U2 R U //Move edges to U layer
R' F' U F Uw' R' U R u' R U' R' u2
U2 R2 u U2 L U' L' R' U' R U2 F R' F' R u' //next 3 edges
L U2 L' //Resolve corner
y R U' R' L' U L u' R U R' F R' F' R u //L2E
L' U L y' e' R U' R' U F U R U' R' F' //EOLE
U R2 U2 R2 //6CO1
R U R' U R U2 R' //6CO2
R2 U2 R' U R' F' R U R' U' R' F R2 U' R' //6CP
U2 s' U2 s 3Uw R U R' U' 2R2 U2 2R2 u2 2R2 u2 U' R U' R' U' // L5EP+Parity
Next: D R' D L2 U' F2 U' B2 L2 U2 L2 D B2 D2 F D' B U L F2 L2 Rw2 D F' B2 Rw2 B D' Rw2 B2 R2 Uw2 R2 F2 Rw' Uw2 R2 D' R' D' Uw Rw D2 Rw' F' R' B
L' R' F2 Uw' L2 Fw' // HTR LR centers (6/6)
Rw F2 D' Rw' // HTR centers + 2 edges (4/10)
Uw2 // 3 edges (1/11)
F L2 Uw2 // 4 edges (3/14)
U' R F Rw2 // 6 edges (4/18)
U Rw U' R2 U Rw // 8 edges (6/24)
U' R2 D B D U B2 Rw2 // Reduction (8/32)
z' x'
U F L D // EO (4/36)
R B' U2 B' D2 B R' // DR (7/43)
F2 D2 R L' B2 R L F' L2 F U2 D2 B' // Finish (13/56)
B2 R2 B' R2 // Solve corners
B2 [E2] R2 B' R2 [M2] [B E2 B'] [S2] // Insert slices to leave 3e. The E2 solves the blue-red edge leaving an LSE state and the rest reduces it to 3e.
B2 U2 D2 L2 F' R2 F U2 D2 F2 B // Cancel and convert to outer turns
B2 U2 D2 [D2 L R' B2 L' R] L2 F' R2 F U2 D2 F2 B // 3e insertion, solves everything (6-3)
B2 U2 L R' B2 L R F' R2 F U2 D2 F2 B // Cancel moves
{S2} B2 U2 L R' B2 L R F' R2 F U2 D2 F2 B {S2} // Slicey shenanigans (4-5)
F2 D2 R L' B2 R L F' L2 F U2 D2 B' // Cancel and convert to outer turns
I wonder if the rules for 4x4 FMC are defined somewhere.
Are we supposed to use 4 real cubes (because it's 4x4x4… x4 like 3x3x3… x3) or is alg.cubing.net ok ?
Are we limited to one hour, or two, or four?
U Rw2 U' L R Uw2 U' Fw' //First center
z2 F U2 R u2 L u R' u2 R U2 r' U r //Cross edges
3u' r U2 r' 2D r U' r' U F l' U2 l
z F2 r L' U2 3r' //Half centers
r' U r' 3r2 r U r' U' r 3r2 r' U' 3r' U2 r U2 r' 3r' U2 r2 U2 r2 3r2 //L4C
z' u R U R' F R' F' R y2 F R' F' R u' //4 edges
U2 R2 //Last cross edge
R' U R L' U' L //Get edges in the U layer
u R' U R F R' F' R u' R U R' //Some random edge
R U R' F R' F' R u' R U R' F R' F' R u y2 R U R' F R' F' R u' R U R' F R' F' R u //L4E
u2 R2 L2 u2 R2 L2 //Fix centers
U2 F U2 F2 L F L' //Pair
R' F R F' R U' R' //Pair
y2 U F' U F U' L' U L // Pair
U2 F' L' U2 L U F U R U R' //Pair
F U R U' R' F2 3r U R' U' 3r' F R //OLL
x' R U' R' D R U R' D' R U R' D R U' R' D' F' //PLL
Next: R D2 R2 B2 U F2 D' R2 F2 D B2 L' U' F L2 D F R' B' Uw2 L' Fw2 B' Rw2 L' F L' U2 B L2 B Rw2 Uw' R Uw' D2 B2 Rw Fw' F R' U2 L'