brododragon
Veteran
Methods like Petrus (for pyra) and Backbone use EO.Is it possible to do EO on a pyraminx? I’ve been thinking that if there’s a way to do EO on pyraminx, it may create some blocks that will lead to a better solve.
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Methods like Petrus (for pyra) and Backbone use EO.Is it possible to do EO on a pyraminx? I’ve been thinking that if there’s a way to do EO on pyraminx, it may create some blocks that will lead to a better solve.
I say we take down the duplicate method wiki page, add their name as a proposer, and make a seperately section for them including any unique additions.When a method or idea is the same or almost the same as a previous one, how does everyone think this should be handled? It used to be that when someone proposed something, that person would be let known that the idea already exists. I've noticed a lot of new methods that have already been proposed before. Now there are so many methods and ideas, maybe not everyone can keep track of them. So it's understandable that things can go unnoticed. If something older is later found, do we let the newer proposer know? Or do we just edit the Wiki and change the name and date? For example, the Skis method. The idea of two 1x1x3s on the D layer is very old. Maybe that can be forgiven, but there is already a full method in the wiki that is exactly the same called VDW. It was developed four years prior to Skis. I feel that the Skis page should be deleted and the VDW page updated. With the Step 3 section mentioning WoowyBaby's alternate way of solving the E edges by pairing them.
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NEW SUPER AMAZING 3X3 METHOD: TICT
Ok so i was experimenting with some stuff and i came up with this super awsome amazing method which i like to call: TICT it stands for T: Twins. You will see more about this if you read on IC: Intuitive corners T: T perm!!!!!! STEP 1: ok so the first step is to get a 1x1x3 block. You can do...www.speedsolving.com
Two more examples:
1. LEG-1. I developed and posted full EG-1 with bar on the left two years prior to Christopher Olson. Shouldn't the credit go to the first to complete, especially when nothing new is added by the person that has the idea later? In this case, Christopher Olson only popularized it and wasn't the proposer.
2. OC(P)ELL. brododragon recently posted about this. In this case, maybe both deserve proposer credit because Weston posted the idea first without much development, but Conrad had algorithms in his post.
I agree with this, but we should only add their name as a proposer if they actually add something to it.I say we take down the duplicate method wiki page, add their name as a proposer, and make a seperately section for them including any unique additions.
What we really need is another section in the description called "Re-inventors/Developers". @pjk?I agree with this, but we should only add their name as a proposer if they actually add something to it.
What we really need is another section in the description called "Re-inventors/Developers". @pjk?
I was gonna say wait, this is just CFOP but then I remembered the date lol. GJ man.Fantastic new method: ZZ-NEO
Steps consist of:
1. NEO Cross
2. F2L
3. EO+COLL
4. ZBLL subset
One major theme of this method is to put off EO until a later time when it's more easily recognizable and can be fingertricked easily w/o hurting the rest of the solve.
1. NEO Cross
As one major innovation in ZZ is to approach an EO Cross rather than an EO Line, it seemed necessary to include this in an optimized method. However, one clear issue was the lack of ability for most cubers to properly see how to construct an EO Cross, and even then these aren't usually pretty solutions. Then, it seemed necessary to take one of the elements out: EO or Cross. Unfortunately, the EO Line posed quite a few issues as did the EO 3/4 cross in terms of lookahead. Given the excellent lookahead EO Cross gave in F2L, it seemed this was more necessary to approach the solution. To bypass the issue of inspection then, we've foregone EO when solving the cross.
2. F2L
This is one of the major areas of difference from a normal ZZ solve. Because we haven't done EO, we can't use solely RUL moves to solve the puzzle. This may seem like a major drawback, but there are some advantages. For one, the lookahead is practically identical while solving, and a simplified cross allows us to look further into F2L during inspection. Also, the rotations and extra <F> moves we may have to do are only about as negative as regrips when solving pure RUL. Also, since regrips are less common compared to pure RUL, TPS can be improved quite a bit.
3. EO+COLL
It's in this third step where we finally approach EO after much delay. However, instead of simply solving the EO of four edges on the U face, which is substantially faster than solving EO at the beginning of the solve, we can use this opportunity to simplify the rest of the solving process. We could simply do EO into ZBLL, but this algset is much too large for the average user. Instead, by solving EO and COLL at the same time, we can not only one-look the step but also provide a significantly easier to manage last step. Because we have corners oriented on the top, recognition is easier and we drop from over 1,000 ZBLLs to a subset of 21.
4. ZBLL-O
This is the subset of ZBLL where all the corners are oriented. Also, the set is quite small (at 21 algs) with extremely simple recognition. In fact, one can recognize every case by looking at only two sides. Also, this is one of the most optimized ZBLL sets around, so it's quite easy to find good algorithms to use.
I hope you like the method and consider switching, I think this is the next revolution in the ZZ solving experience. It might be a little less efficient than normal, but the sheer speed and ease of execution/lookahead makes for a very fluid and fast solving experience.
To learn more and see my list of algorithms, check this spoiler
Happy April Fools Day!
Fantastic new method: ZZ-NEO
Steps consist of:
1. NEO Cross
2. F2L
3. EO+COLL
4. ZBLL subset
One major theme of this method is to put off EO until a later time when it's more easily recognizable and can be fingertricked easily w/o hurting the rest of the solve.
1. NEO Cross
As one major innovation in ZZ is to approach an EO Cross rather than an EO Line, it seemed necessary to include this in an optimized method. However, one clear issue was the lack of ability for most cubers to properly see how to construct an EO Cross, and even then these aren't usually pretty solutions. Then, it seemed necessary to take one of the elements out: EO or Cross. Unfortunately, the EO Line posed quite a few issues as did the EO 3/4 cross in terms of lookahead. Given the excellent lookahead EO Cross gave in F2L, it seemed this was more necessary to approach the solution. To bypass the issue of inspection then, we've foregone EO when solving the cross.
2. F2L
This is one of the major areas of difference from a normal ZZ solve. Because we haven't done EO, we can't use solely RUL moves to solve the puzzle. This may seem like a major drawback, but there are some advantages. For one, the lookahead is practically identical while solving, and a simplified cross allows us to look further into F2L during inspection. Also, the rotations and extra <F> moves we may have to do are only about as negative as regrips when solving pure RUL. Also, since regrips are less common compared to pure RUL, TPS can be improved quite a bit.
3. EO+COLL
It's in this third step where we finally approach EO after much delay. However, instead of simply solving the EO of four edges on the U face, which is substantially faster than solving EO at the beginning of the solve, we can use this opportunity to simplify the rest of the solving process. We could simply do EO into ZBLL, but this algset is much too large for the average user. Instead, by solving EO and COLL at the same time, we can not only one-look the step but also provide a significantly easier to manage last step. Because we have corners oriented on the top, recognition is easier and we drop from over 1,000 ZBLLs to a subset of 21.
4. ZBLL-O
This is the subset of ZBLL where all the corners are oriented. Also, the set is quite small (at 21 algs) with extremely simple recognition. In fact, one can recognize every case by looking at only two sides. Also, this is one of the most optimized ZBLL sets around, so it's quite easy to find good algorithms to use.
I hope you like the method and consider switching, I think this is the next revolution in the ZZ solving experience. It might be a little less efficient than normal, but the sheer speed and ease of execution/lookahead makes for a very fluid and fast solving experience.
To learn more and see my list of algorithms, check this spoiler
Happy April Fools Day!
You’re right, changed to OCLL. Cubing terms are so similar but so specificWell done, except for one thing, COLL solves CP, so we would have only EPLL left. I guess you mean OCLL so.
Method 1:I just signed up today. I forgot how to make my own post. How do you do that again? sorry.![]()
Oh wait I thought you meant I forgot how to post as an april fools joke.I just signed up today. I forgot how to make my own post. How do you do that again? sorry.![]()
I suppose it's technically 3 substeps but I still consider one step(like L6E)L7E in one step is impossible because of algs