The 4x4x4 example solve game

NEXT : U2 F Rw L2 F' R' U L Rw' B L B' Uw2 Rw' B D2 F' U D' B U' Rw2 Fw2 Uw' D F2 Uw' D' B' Fw2 F' R2 B2 Rw Uw U F2 Rw2 U' B
Yau, 166 STM (lol)

x2 // Inspection

D U l D r2 // white center
U l U l' 2U' F2 r U2 r' // yellow center

y F R' u L // white-red edge
D U2 L u L // white-blue edge
y U' D' L u' F // white-orange edge

z U2 3r' U 3r r2 U' r // green center
r2 U' r2 3R2 U' 3R2 // orange center
3r2 U 3R' U' r' U2 r U' r' // L2C

z' y L' U' L u L' U L u' 3r' U 3r D2 // white-green edge

u R U' R' U' R' U R y' L' U2 L u' // 3 edges
L' U' L u' F' U' F u // 2 edges
F U' F' u F U2 F' u' // 3 edges

U2 R U' R' // F2L 1
y U R U R' L U L' // F2L 2
U' R U R' U' R U R' // F2L 3
R' U R U' y R U2 R' U2 R U' R' // F2L 4

U r' U2 l F2 l' F2 r2 U2 r U2 r' U2 F2 r2 F2 // OLL parity

U' F' 3r U R' U' 3r' F R // OLL
R U R' U R U R' F' R U R' U' R' F R2 U' R' U2 R U' R' // PLL

alg.cubing.net

Next: L2 F2 D B R2 D2 F' U2 B F2 U2 F U2 D' F R' U' L' B' L2 Rw2 Uw2 U' B2 Rw2 B2 L2 U Rw2 D2 B2 F' U' Rw L2 D U2 B Fw R2 Uw Rw2 D' Fw' U' Fw'
 
U2 L2 D2 R2 F2 R2 U' L2 U L2 U2 L' B R2 U' B L2 B' D' U' L Uw2 F D2 Fw2 Rw2 Uw2 R2 D' R2 L2 Uw2 F2 Rw' L F U' R B' Fw R' U2 Rw' Uw Fw' D'

4x4 FMC : 84 HTM
F r2 d F' l f R2 f' // (8) 2 centers
F' U2 B2 r' U F L F r2 F' r B U2 r
B' R L' B' r' R2 B' D' R2 D U' R2 U r' // (36) 6 centers + 5 edges
R' f' L' B L f' R F R' f' D' B D f' // (50) 12 edges
z' U2 F L F' D2 F' // (56) Dl block
D' F D' U2 B' U B2 D' B D B' D2 F' R2 F // (71) dl block + CP(*)
U2 s' U' s // (77) Edge Orientation
R2 U R U R U2 R' // (84) Solved

(*) : With insertions

Yau5 for 4x4? ;)

NEXT : U Uw2 Fw' D Rw L F2 L R2 U F2 B' L' B Rw' D' U Uw B' F R2 B L2 F' U' B2 U2 Fw Uw2 B2 Uw' U Fw2 Uw' B2 Rw2 F' Rw2 L R2
—
 
Next: D R2 U2 B2 R2 F2 D R2 D F2 R2 D' R U F U L' F2 U' F' D Rw2 B U Fw2 U' F2 U2 L2 D B Rw2 B' Rw Uw2 Rw2 R2 U Fw L B2 Uw2 Rw R Uw
My first 2x2x2 reduction solve!

[Link]
//Wings
2L D2 2R' D2 2L' R2 U2 R' 2D' R U2 R2 U' L' F 2R2 F' L U F U' R 2U R' U F' U2 B' L2 2D2 L2 B U' F U' L2 2B2 L2 U F' U' D L' 2U' L D' U' L R' B' 2R' B 2U' L' D' L 2U L' D R U
//Centers
L' R' 2R' 2B' 2R 2B R L F' 2U' 2B' 2U 2B F 2B' U B 2F 2D' 2F' 2D B' U' 2B 2L 2D' 2L' 2D R2 U 2L' 2D 2L 2D' U' R F' D 2U L2 2L 2D' 2L' 2D L2 2U' D' F R
//2x2x2
Lw Fw' Uw Fw' Uw2 Fw Dw Fw' Uw Fw


Next: Uw U D Rw' B Rw' L Uw' L Rw Uw' Rw Uw2 R' L Rw Fw2 Rw2 D U' R Rw' Fw F2 Rw Uw U B R' Uw U2 Rw' R' Uw2 B R2 Uw2 F2 L' F Uw' Rw Uw2 Fw' Uw B' Fw R' U2 Rw2 B2 L' R F' Fw L Rw2 F Rw' R
 
Thanks guys for the positive reactions! This solve is nothing in comparision to @xyzzy 's a little earlier in this thread. But I just added a few "modules" to the software that I wrote in Mathematica in the past to be like a visual tool for human and computer interaction -- where the software doesn't solve anything for you, but it:
  • First shows you the specific goal permutation of the wings and X centers that you need to do in order to bring the wings and X centers to the location of the corners. It does this by you inputting in the scramble as well as a 2x2x2 (all double layer) turn scramble which brings pieces from a solved 2x2x2 to be in the position that the corners are in. So that 2x2x2 position is the "solved state" rather than the actual solved state.
  • Then as you do moves, gives you updates with the required permutation to fully reduce the puzzle.
Also
  • Note that I have numbered cube designs that I made for the software, CubeTwister. I implemented that 4x4x4 numbered cube into CubeTwister so that it can treat the 4x4x4 as if it were a supercube (so that it's much easier to see exactly which pieces need to go where at any given point in the solve).
  • I actually was thinking about writing this software when I prompted @xyzzy to submit that 2x2x2 reduction solve, but I didn't feel like actually doing it until last night!
  • So unfortunately, this software is in Mathematica, but maybe in the future I can code it in Excel VBA (or write a generalized pseudo code for it -- if it isn't obvious how to implement something like this already).
Anyone interested in seeing a video demonstration of the software? (Not how it's coded . . . it's horrendous and unorganized (I will have to clean it up) . . . just the user interface?)
 
Next: Uw U D Rw' B Rw' L Uw' L Rw Uw' Rw Uw2 R' L Rw Fw2 Rw2 D U' R Rw' Fw F2 Rw Uw U B R' Uw U2 Rw' R' Uw2 B R2 Uw2 F2 L' F Uw' Rw Uw2 Fw' Uw B' Fw R' U2 Rw2 B2 L' R F' Fw L Rw2 F Rw' R
Yau, 143 STM

z y' // Inspection

B L' u D2 r // white center
y' U2 r U r' l' U2 l // yellow center

z L D r' F // white-green edge
U r' L2 F // white-blue edge
L r' F' // white-orange edge

B2 r' L U l' // green center
L 3r U r U' r' 2L2 U2 2L2 // orange center
3r U' 2L' U' 2L r U2 r' // L2C

z' y F U2 F' u' R U' R' u D2 R' F R D' // white-red edge
u' y R U R' y U R U' R2 U' R u // 3 edges
y U' L' U L u' F' U2 F u // 2 edges
y U R U' R' u U F U' F' u' // 3 edges

U' R' U' R // F2L 1
L U' L' U' R U R' // F2L 2
y' U' R U R' U' R U R' // F2L 3
L' U L y U' L U L' U L U L' // F2L 4
F R U' R' U' R U R' F' // OLL
R U R' U' D R2 U' R U' R' U R' U R2 U D' // PLL

alg.cubing.net

Next: R2 D' B2 L2 B2 L2 F2 U' F' U2 L F' U' F2 U2 B L R Fw2 Rw2 F R2 Uw2 F' U' B2 F D' Rw' F L2 D R2 Fw2 B' Rw' Fw' U' R2 Fw' R B2
 
Rw B' R2 Uw' D2 Rw' F' B2 Uw2 D B2 Uw' L2 Rw' Fw' U B2 Uw2 Fw2 B2 R Rw' Uw' Fw' Uw2 R' D2 Fw' F' B2 L Uw R2 B Fw' U2 Rw B R' Uw'

FMC : 77 HTM / 77 STM
My PB in HTM

L' d r2 U' r // (5) 1 center 2 edges
z D' L2 U' r' R' B' d R2 d' // (14) 2 centers 2 edges
F' r2 L D' r U' r' F' U L2 U2 L2 U r // (28) 6 centers 6 edges

L u2 L U L R2 u2 // (35) 8 edges
D' F R2 u2 R' L' D' R L u2 // (45) 12 edges

R2 B' R U2 B2
D L2 D' R D L2 // Insert : Corner cycle
R F' // EO + Square
R' D R // F2L 1
L U2 L' U L2 // F2L 2
U R U2 L // F2L 3
U R' U R U' R' U2 // F2L 4


Note: The correct order of centers is fixed while forming the last 4 edges.

NEXT : B Rw' B Fw' R Fw2 R' Fw' Uw2 Rw2 D' Uw2 Fw U2 F2 Rw2 L2 R2 B F2 D' F D2 B' Fw U2 Rw U2 D B' U D B D' Rw R2 F2 L' Rw Fw'
—
 
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You're welcome. I just checked, and I got a 41 STM reduction in the second solve in the spoiler in this post. (And I see that you got a 39 STM reduction in that solve you were referring to. NICE!) If any of you don't comprehend those posts, I can (in the near future) whip of a video explaining the method. That way, you all can combine that with what you know now.

And although it will not help with fewest moves, I was interested in figuring out what the maximum required inner slice turns are required to pair all dedges on a 4x4x4 back in the day! (It's just 6!)
 
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SPECIAL EDITION

I just broke the UNR of France for 4x4 FMC with 73 HTM (66 STM).

Scramble:
F2 B R B' L2 D2 R2 L F L F R U Fw F' B R' L F U2 Rw' Uw F R B' F R F2 R' B2 R' Fw' D2 U' Fw L' D' R' D Uw'

Solution:
x2 3u 2L D' L2 f // (6/5) 2 centers
R U l F U2 2L2 U F' 2L2 B r' D2 r' D m2 U r' // (26/22) 6 centers + 4 edges
L2 D L u // 6 edges
F D2 F' L' D2 L2 D2 L' u' // 9 edges
f' L' F' L f // (44/40) REDUX

x z2
R F2 L U2 F2 U' R' U L' U' (R L') U2 D R' F' R D' R L D // AB4E (R L' = -1 STM)
s2 D2 R' D2 s2 D2 // (+29/+26) PLL H


Easy start but then I had to avoid the parity for the 3rd center.

3x3 part done on reverse scramble:
z2 R' D R' // 2x2x2
L' D R' F R D' // EO
U2 L // 2x2x3
R' U L U' R U F2 U2 // AB4C
 
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