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What was the best method you created and your best time on it? (Don’t get mad at me I know not everyone can create methods)

I made a Sheerin clock variant a couple years ago. Could not tell you how it works now since I haven't touched it since; but I started learning 7-Simul shortly after I got it figured out and never practiced it thereafter.
 
Back in 2007 I created my own method to solve the 4 dimensional 3x3x3x3 cube. It was a dimension-reduction method with lot of 3-cycles for easier tracking of the pieces. Took me 9 hours for a single solve - awfully slow, but it did the job, and I was able to land on the 58th place in the Hall of Fame.

I also created my own method for the physical 4 dimensional 2x2x2x2. I call it the "Dimension-reductional Ortega" method. Though I am fairly certain that many people in the hyperspeedcube community developed the same or very similar method.

Here are the steps:
1. Force the purple and pink stickers into an "internally oriented" state (i.e., non-outer corner segment).
2. Solve type-1 parity if necessary through a gyro setup.
3. Force the purple and pink stickers into an "externally oriented" state.
4. Separate the purple and pink faces. The hypercube is now reduced to two 3D cubes (apart from later parities).
5. Solve the purple 2x2x2.
6. Solve type-2 parity if necessary using a pink corner piece.
7. Solve the pink 2x2x2.
8. Solve type-3 parity if necessary with a simple alg.

Type-1 parity is when one of the purple/pink stickers misoriented relative to the others.
Type-2 parity is when the reduced 2x2x2s are "unsolvable" in a regular way; one corner from each cube must be rotated simultaneously.
Type-3 parity is when one 2x2 section is rotated by 180 degrees (needs a semi-complicated "U2" AUF).

My very first timed solve with a prototype variant of this method (with slight differences) was 7 minutes:
 
I have made a couple of methods. My best is called FLOP. It is a combination of ZB and Roux

1: Make a 1x2x3 block on left
2: Make a 1x2x3 block on right
3: Do EO
4: Solve the last 2 cross edges
5: ZBLL
What do you think?
 
I have made a couple of methods. My best is called FLOP. It is a combination of ZB and Roux

1: Make a 1x2x3 block on left
2: Make a 1x2x3 block on right
3: Do EO
4: Solve the last 2 cross edges
5: ZBLL
What do you think?
This is pretty much ZBRoux except EO and DFDB are two steps, but it might have some value as a method, though it's main selling point would be the low move count which is between 41-45 according to the wiki.
 
I made this wierd triangular francisco roux thing (idk how to describe. theres already too many methods so its prolly some variant or another method entirely) and i remember getting a 17.421 on it yesterday
ill try to get a example solve but forgive me if it already exists.
edit:
 Twizzle link 
 Setup 
R2 D2 F U2 F R2 B' F U2 B L2 R2 D' L2 R B R2 B' R' F' L'
 Moves 
R F2 U2 R' F' U2 //2x2x2 Block
x2 U F' U2 F2 //1x1x2 #1
R' U' R //1x1x2 #2
U M2 U2 R U' R' U' M2 //Final 1x2x2 #3
S' U' S //Orient Edge in Psuedo Layer
//For the top Psuedo Layer, i think you can just use any LL method
(U) F R U R' U' F' //Ps(eudo)-EOLL
(U) R U2 R' U' R U' R' //COLL
L' U' L F L' U' L U L F' L2 U L //Ps-PLL
(U') (R2 F2)3 //Solve Faces
R D' R' (S2 U2)2 R D R' //L6E but wierd
U //AUF

idc if its not efficient i just made it up on a whim
Edit2: the main goal of the top psuedolayer is to permute the corners and orient the edges
edit3: I think the l6e but wierd is just EPBL
 
Last edited:
made this 8 seconds ago but let me cook.

Cross
Insert a D corner with correct EO of any non-U edge
do a roux-style EO
do a z rotation and one of x algs to do a 4-cycle on the M slice.

=]

If anyone has a list of M slice 4-cycles, that would be much appreciated. Right now I'm doing M2OP: A, C, I, S, or W. Then a BLD 3-style alg.
 
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