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	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=5815</id>
		<title>Megaminx notation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=5815"/>
		<updated>2009-10-30T20:39:11Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: /* Multiple-Layer Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the Megaminx has twice as many faces as a Rubik&#039;s cube, there are usually only three adjacent faces used &lt;br /&gt;
in one algorithm, which allows 3x3x3 notation to be used.  There are some algorithms that require four or five &lt;br /&gt;
adjacent faces that are not related in a way where 3x3x3 notation could be used.   Thus, extra notation (or an explanation of how the normal notation works) is needed to write these algorithms without confusion.&lt;br /&gt;
&lt;br /&gt;
== The Backright and Backleft Faces ==&lt;br /&gt;
&lt;br /&gt;
When solving the last layer, the Megaminx has five faces that surround the top face while the 3x3x3 has four.  This means that two of those faces on the Megaminx are in the spot of one face on the 3x3x3.  The one face on the 3x3x3 is commonly the back face (B), and the two faces on the Megaminx that are in its spot are the backright (BR) and backleft (BL) faces.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an algorithm that requires the backright and backleft faces:&lt;br /&gt;
&lt;br /&gt;
R BR BL U BL&#039; U BR&#039; U2&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
This algorithm orients all of the edges on the top face of the last layer when one edge is already oriented (and is the closest edge to you).  A clockwise turn of the right face is followed by a clockwise turn of the face that is next to it, which is followed by a clockwise turn of the face that is next to that one.&lt;br /&gt;
&lt;br /&gt;
Notice that there is a U2&#039; in this algorithm.  On a 3x3x3, a U2&#039; would be the same as a U2, making it useless unless you are specifying finger tricks.  &#039;&#039;&#039;On a Megaminx, a U2&#039; is different from a U2.&#039;&#039;&#039;  A U3&#039; would be the same as a U2, and a U4&#039; would be the same as a U.&lt;br /&gt;
&lt;br /&gt;
== Cube Rotations ==&lt;br /&gt;
&lt;br /&gt;
Cube rotations on the Megaminx are fairly self-explanatory.  y (or [u]) and z (or [f]) are performed as normal; however, x (or [r]) requires you to look at the algorithm to decide how to perform it.  If the algorithm contains mostly R moves, the right face should probably remain the right face after an x rotation and the backright face should probably become the up face after an x&#039; rotation.  If the algorithm contains mostly L moves, the left face should probably remain the left face after an x rotation and the backleft face should probably become the up face after an x&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
== Multiple-Layer Turns ==&lt;br /&gt;
&lt;br /&gt;
Lowercase letters (or a big letter followed by a w) on a 3x3x3 indicate a turn of that face and any middle layers there might be on that puzzle.  It is hard to explain how this works on a Megaminx, so here is an example:&lt;br /&gt;
&lt;br /&gt;
r&#039; (or Rw&#039;) on a 3x3x3 would be a turn of everything except the left face, which would result in the back face becoming the up face.  On a Megaminx, it would also be a turn of everything except the left face, which would result in the backleft face becoming the up face.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Megaminx]]&lt;br /&gt;
* [[Megaminx Methods]]&lt;br /&gt;
* [[Puzzle Notation]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://www.worldcubeassociation.org/regulations/scrambles/scramble_megaminx.htm?num=5&amp;amp;len=60 WCA&#039;s official Megaminx scrambler]&lt;br /&gt;
&lt;br /&gt;
[http://www.stefan-pochmann.de/spocc/other_stuff/tools/scramble_megaminx/ Stefan Pochmann&#039;s Megaminx scrambler]&lt;br /&gt;
&lt;br /&gt;
[[Category:Megaminx]]&lt;br /&gt;
[[Category:Puzzle Notation]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx&amp;diff=3378</id>
		<title>Megaminx</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx&amp;diff=3378"/>
		<updated>2009-05-24T18:36:01Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: /* See also: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Megaminx&#039;&#039;&#039; is a [[puzzle]] in the shape of a dodecahedron that is produced by [[Uwe Meffert]], who has the rights to some of the patents. A variant where the cuts are a little deeper, so that each face has a five-pointed star on it, is known as the Hungarian Supernova, but since it is similar these names are often interchanged.&lt;br /&gt;
&lt;br /&gt;
The way the Megaminx functions is very similar to the [[3x3x3]]: it has fixed centers, edges with two orientations, and corners with three orientations, and each turn moves the same number of edges and corners. Because of this it can be (and usually is) solved with a variant on a 3x3x3 method, either by placing edges and then corner/edge pairs (like the [[Fridrich method]]) or simply building a series of [[block]]s (like the [[Petrus method]]).&lt;br /&gt;
&lt;br /&gt;
===See also:===&lt;br /&gt;
* [[Megaminx Speedsolving Methods]]&lt;br /&gt;
* [[Megaminx notation]]&lt;br /&gt;
* [[Pyraminx]]&lt;br /&gt;
* [[Pyraminx Crystal]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[category:Megaminx]]&lt;br /&gt;
[[category:Meffert&#039;s puzzles]]&lt;br /&gt;
[[category:Twisty puzzles]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Pyraminx_Crystal&amp;diff=3377</id>
		<title>Pyraminx Crystal</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Pyraminx_Crystal&amp;diff=3377"/>
		<updated>2009-05-24T18:22:27Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pyraminx Crystal&#039;&#039;&#039;,&lt;br /&gt;
&lt;br /&gt;
===See also:===&lt;br /&gt;
* [[Pyraminx]]&lt;br /&gt;
* [[Megaminx]]&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[category:Meffert&#039;s puzzles]]&lt;br /&gt;
[[category:Twisty puzzles]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3376</id>
		<title>Megaminx notation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3376"/>
		<updated>2009-05-24T18:21:21Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the Megaminx has twice as many faces as a Rubik&#039;s cube, there are usually only three adjacent faces used &lt;br /&gt;
in one algorithm, which allows 3x3x3 notation to be used.  There are some algorithms that require four or five &lt;br /&gt;
adjacent faces that are not related in a way where 3x3x3 notation could be used.   Thus, extra notation (or an explanation of how the normal notation works) is needed to write these algorithms without confusion.&lt;br /&gt;
&lt;br /&gt;
== The Backright and Backleft Faces ==&lt;br /&gt;
&lt;br /&gt;
When solving the last layer, the Megaminx has five faces that surround the top face while the 3x3x3 has four.  This means that two of those faces on the Megaminx are in the spot of one face on the 3x3x3.  The one face on the 3x3x3 is commonly the back face (B), and the two faces on the Megaminx that are in its spot are the backright (BR) and backleft (BL) faces.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an algorithm that requires the backright and backleft faces:&lt;br /&gt;
&lt;br /&gt;
R BR BL U BL&#039; U BR&#039; U2&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
This algorithm orients all of the edges on the top face of the last layer when one edge is already oriented (and is the closest edge to you).  A clockwise turn of the right face is followed by a clockwise turn of the face that is next to it, which is followed by a clockwise turn of the face that is next to that one.&lt;br /&gt;
&lt;br /&gt;
Notice that there is a U2&#039; in this algorithm.  On a 3x3x3, a U2&#039; would be the same as a U2, making it useless unless you are specifying finger tricks.  &#039;&#039;&#039;On a Megaminx, a U2&#039; is different from a U2.&#039;&#039;&#039;  A U3&#039; would be the same as a U2, and a U4&#039; would be the same as a U.&lt;br /&gt;
&lt;br /&gt;
== Cube Rotations ==&lt;br /&gt;
&lt;br /&gt;
Cube rotations on the Megaminx are fairly self-explanatory.  y (or [u]) and z (or [f]) are performed as normal; however, x (or [r]) requires you to look at the algorithm to decide how to perform it.  If the algorithm contains mostly R moves, the right face should probably remain the right face after an x rotation and the backright face should probably become the up face after an x&#039; rotation.  If the algorithm contains mostly L moves, the left face should probably remain the left face after an x rotation and the backleft face should probably become the up face after an x&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
== Multiple-Layer Turns ==&lt;br /&gt;
&lt;br /&gt;
Lowercase letters (or a big letter followed by a w) on a 3x3x3 indicate a turn of that face and any middle layers there might be on that puzzle.  It is hard to explain how this works on a Megaminx, so here is an example:&lt;br /&gt;
&lt;br /&gt;
r&#039; (or R&#039;w) on a 3x3x3 would be a turn of everything except the left face, which would result in the back face becoming the up face.  On a Megaminx, it would also be a turn of everything except the left face, which would result in the backleft face becoming the up face.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://www.worldcubeassociation.org/regulations/scrambles/scramble_megaminx.htm?num=5&amp;amp;len=60 WCA&#039;s official Megaminx scrambler]&lt;br /&gt;
&lt;br /&gt;
[http://www.stefan-pochmann.de/spocc/other_stuff/tools/scramble_megaminx/ Stefan Pochmann&#039;s Megaminx scrambler]&lt;br /&gt;
&lt;br /&gt;
[[Category:Megaminx]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3375</id>
		<title>Megaminx notation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3375"/>
		<updated>2009-05-24T17:57:19Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the Megaminx has twice as many faces as a Rubik&#039;s cube, there are usually only three adjacent faces used &lt;br /&gt;
in one algorithm, which allows 3x3x3 notation to be used.  There are some algorithms that require four or five &lt;br /&gt;
adjacent faces that are not related in a way where 3x3x3 notation could be used.   Thus, extra notation (or an explanation of how the normal notation works) is needed to write these algorithms without confusion.&lt;br /&gt;
&lt;br /&gt;
== The Backright and Backleft Faces ==&lt;br /&gt;
&lt;br /&gt;
When solving the last layer, the Megaminx has five faces that surround the top face while the 3x3x3 has four.  This means that two of those faces on the Megaminx are in the spot of one face on the 3x3x3.  The one face on the 3x3x3 is commonly the back face (B), and the two faces on the Megaminx that are in its spot are the backright (BR) and backleft (BL) faces.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an algorithm that requires the backright and backleft faces:&lt;br /&gt;
&lt;br /&gt;
R BR BL U BL&#039; U BR&#039; U2&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
This algorithm orients all of the edges on the top face of the last layer when one edge is already oriented (and is the closest edge to you).  A clockwise turn of the right face is followed by a clockwise turn of the face that is next to it, which is followed by a clockwise turn of the face that is next to that one.&lt;br /&gt;
&lt;br /&gt;
Notice that there is a U2&#039; in this algorithm.  On a 3x3x3, a U2&#039; would be the same as a U2, making it useless unless you are specifying finger tricks.  &#039;&#039;&#039;On a Megaminx, a U2&#039; is different from a U2.&#039;&#039;&#039;  A U3&#039; would be the same as a U2, and a U4&#039; would be the same as a U.&lt;br /&gt;
&lt;br /&gt;
== Cube Rotations ==&lt;br /&gt;
&lt;br /&gt;
Cube rotations on the Megaminx are fairly self-explanatory.  y (or [u]) and z (or [f]) are performed as normal; however, x (or [r]) requires you to look at the algorithm to decide how to perform it.  If the algorithm contains mostly R moves, the right face should probably remain the right face after an x rotation and the backright face should probably become the up face after an x&#039; rotation.  If the algorithm contains mostly L moves, the left face should probably remain the left face after an x rotation and the backleft face should probably become the up face after an x&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
== Multiple-Layer Turns ==&lt;br /&gt;
&lt;br /&gt;
Lowercase letters (or a big letter followed by a w) on a 3x3x3 indicate a turn of that face and any middle layers there might be on that puzzle.  It is hard to explain how this works on a Megaminx, so here is an example:&lt;br /&gt;
&lt;br /&gt;
r&#039; (or R&#039;w) on a 3x3x3 would be a turn of everything except the left face, which would result in the back face becoming the up face.  On a Megaminx, it would also be a turn of everything except the left face, which would result in the backleft face becoming the up face.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://www.worldcubeassociation.org/regulations/scrambles/scramble_megaminx.htm?num=5&amp;amp;len=60 WCA&#039;s official Megaminx scrambler]&lt;br /&gt;
&lt;br /&gt;
[http://www.stefan-pochmann.de/spocc/other_stuff/tools/scramble_megaminx/ Stefan Pochmann&#039;s Megaminx scrambler]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Reduction_Method&amp;diff=3374</id>
		<title>Reduction Method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Reduction_Method&amp;diff=3374"/>
		<updated>2009-05-24T17:36:15Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reduction is a prevalent [[method]] for solving [[big cube]]s, which involves solving [[Center|centers]] and assembling [[Edge|edges]] so that the cube is &amp;quot;reduced&amp;quot; to a [[3x3x3]] puzzle. All recent official records and fastest times on the [[4x4x4]] and [[5x5x5]] cubes have been set by speedsolvers using reduction. The fastest unofficial times on the [[6x6x6]] and [[7x7x7]] cubes have also been set on reduction, although other methods such as [[Cage Method|Cage]] have been used to attain fast times on very large cube [[Simulator|cube simulators]] (on very big cubes there are almost only centers to solve and most time is spent looking for them so the method used does not matter that much).&lt;br /&gt;
&lt;br /&gt;
The idea of reduction is applicable to other puzzles, where it may be easier to manipulate a puzzle so it functions as a simpler sub-puzzle. In most cases, reduction is used to simplify the puzzle by grouping pieces first, instead of directly solving pieces into their correct positions.&lt;br /&gt;
&lt;br /&gt;
The idea of reduction can sometimes be formalized as effectively as placing a puzzle into a smaller subgroup. [[Thistlethwaite&#039;s Algorithm|Thistlethwaite&#039;s algorithm]] was based on several iterative reductions, and most fast computer solvers essentially use those approaches.&lt;br /&gt;
&lt;br /&gt;
Although most solving methods involve steps that reduce the left-over puzzle portion, simply solving the puzzle into &amp;quot;less of a mess&amp;quot; (such as &amp;quot;reducing&amp;quot; a cube to the [[Last Layer|LL]] with [[Petrus]]) is not commonly considered reduction. The term is more applied to solving a puzzle into a differently interpretable puzzle, which is normally solved without resort to treating it like the original puzzle (with notable exceptions, such as [[Parity]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Big Cube Methods]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3373</id>
		<title>Megaminx notation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3373"/>
		<updated>2009-05-24T17:00:30Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: Organized the article into sections and added information on cube rotations as well as a few other changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the Megaminx has twice as many faces as a Rubik&#039;s cube, there are usually only three adjacent faces used &lt;br /&gt;
in one algorithm, which allows 3x3x3 notation to be used.  There are some algorithms that require four or five &lt;br /&gt;
adjacent faces that are not related in a way where 3x3x3 notation could be used.   Thus, extra notation (or an explanation of how the normal notation works) is needed to write these algorithms without confusion.&lt;br /&gt;
&lt;br /&gt;
== The Backright and Backleft Faces ==&lt;br /&gt;
&lt;br /&gt;
When solving the last layer, the Megaminx has five faces that surround the top face while the 3x3x3 has four.  This means that two of those faces on the Megaminx are in the spot of one face on the 3x3x3.  The one face on the 3x3x3 is commonly the back face (B), and the two faces on the Megaminx that are in its spot are the backright (BR) and backleft (BL) faces.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an algorithm that requires the backright and backleft faces:&lt;br /&gt;
&lt;br /&gt;
R BR BL U BL&#039; U BR&#039; U2&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
This algorithm orients all of the edges on the top face of the last layer when one edge is already oriented (and is the closest edge to you).  A clockwise turn of the right face is followed by a clockwise turn of the face that is next to it, which is followed by a clockwise turn of the face that is next to that one.&lt;br /&gt;
&lt;br /&gt;
Notice that there is a U2&#039; in this algorithm.  On a 3x3x3, a U2&#039; would be the same as a U2, making it useless unless you are specifying finger tricks.  &#039;&#039;&#039;On a Megaminx, a U2&#039; is different from a U2.&#039;&#039;&#039;  A U3&#039; would be the same as a U2, and a U4&#039; would be the same as a U.&lt;br /&gt;
&lt;br /&gt;
== Cube Rotations ==&lt;br /&gt;
&lt;br /&gt;
Cube rotations on the Megaminx are fairly self-explanatory.  y (or [u]) and z (or [f]) are performed as normal; however, x (or [r]) requires you to look at the algorithm to decide how to perform it.  If the algorithm contains mostly R moves, the right face should probably remain the right face after an x rotation and the backright face should probably become the up face after an x&#039; rotation.  If the algorithm contains mostly L moves, the left face should probably remain the left face after an x rotation and the backleft face should probably become the up face after an x&#039; rotation.&lt;br /&gt;
&lt;br /&gt;
== Multiple-Layer Turns ==&lt;br /&gt;
&lt;br /&gt;
Lowercase letters (or a big letter followed by a w) on a 3x3x3 indicate a turn of that face and any middle layers there might be on that puzzle.  It is hard to explain how this works on a Megaminx, so here is an example:&lt;br /&gt;
&lt;br /&gt;
r&#039; (or R&#039;w) on a 3x3x3 would be a turn of everything except the left face, which would result in the back face becoming the up face.  On a Megaminx, it would also be a turn of everything except the left face, which would result in the backleft face becoming the up face.&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=3305</id>
		<title>Category:Megaminx methods</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Category:Megaminx_methods&amp;diff=3305"/>
		<updated>2009-04-03T22:00:05Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: /* Links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Megaminx Speedsolving Methods ==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, the [[Megaminx]] is not substantially harder than a [[3x3x3]] to solve. The Megaminx can be solved up until the last [[face]] exactly like [[F2L]] on a normal Rubik&#039;s Cube. Generally, a solver will start with a &amp;quot;star&amp;quot; on one side, analogous to the [[cross]] on a Rubik&#039;s Cube. Then, corners and edges are paired and placed exactly like that of Fridrich F2L until only the last face needs to be solved. From here there are several ways to go about solving the last face. Many [[algorithm]]s used on a Rubik&#039;s Cube can be applied to the [[LL|last layer]] of the Megaminx. For example, [[Sune]] (R U R&#039; U R U&#039;2 R&#039;) cycles three edges, and F R U R&#039; U&#039; F&#039; and its inverse orient edges just like that of a Rubik&#039;s Cube.&lt;br /&gt;
&lt;br /&gt;
=== Links: ===&lt;br /&gt;
* [http://stefan-pochmann.info/spocc/speedsolving/megaminx/ Stefan Pochmann&#039;s page]&lt;br /&gt;
* [http://grant.tregay.net/cube/solutions/megaminx/index.html Grant Tregay&#039;s page]&lt;br /&gt;
* [http://erikku.110mb.com/minx.html Erik Akkersdijk&#039;s method and algorithms]&lt;br /&gt;
* [http://www.francocube.com/cyril/mega_index.php François Villaret&#039;s method in French]&lt;br /&gt;
&lt;br /&gt;
[[Category:Megaminx]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3244</id>
		<title>Megaminx notation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3244"/>
		<updated>2009-03-16T22:55:46Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the Megaminx has twice as many faces as a Rubik&#039;s cube, there are usually only three adjacent faces used &lt;br /&gt;
in one algorithm, which allows 3x3x3 notation to be used.  There are some algorithms that require four or five &lt;br /&gt;
adjacent faces that are not related in a way where 3x3x3 notation could be used.   Thus, extra notation is needed &lt;br /&gt;
to write these algorithms without confusion.&lt;br /&gt;
&lt;br /&gt;
All of the algorithms that require four or five adjacent faces and therefore extra notation are for the last layer; &lt;br /&gt;
however, if you are familiar with the Fridrich method, the only time you will really need algorithms at all is on the last &lt;br /&gt;
layer.  The Megaminx has five faces that surround the top face of the last layer while the 3x3x3 has four faces that &lt;br /&gt;
surround the top face of the last layer.  This means that two of those faces that surround the top face on the &lt;br /&gt;
Megaminx are in the spot of one face that surrounds the top face on a 3x3x3.  The one face on the 3x3x3 is &lt;br /&gt;
commonly the back face (B), and the two faces on the Megaminx that are in its spot are the backright (BR) and &lt;br /&gt;
backleft (BL) faces.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an algorithm that requires extra notation:&lt;br /&gt;
&lt;br /&gt;
R BR BL U BL&#039; U BR&#039; U2&#039; R&#039; &lt;br /&gt;
&lt;br /&gt;
This algorithm orients all of the edges on the top layer when one edge is already oriented.  A clockwise turn of the &lt;br /&gt;
right face is followed by a clockwise turn of the face that is next to it, which is followed by a clockwise turn of the &lt;br /&gt;
face that is next to that one.&lt;br /&gt;
Notice that there is a U2&#039; in this algorithm.  On a 3x3x3, a U2&#039; would be the same as a U2, making it useless unless &lt;br /&gt;
you are specifying finger tricks.  &#039;&#039;&#039;On a Megaminx, a U2&#039; is different from a U2.&#039;&#039;&#039;  A U3&#039; would be the same as a U2, &lt;br /&gt;
and a U4&#039; would be the same as a U, however.&lt;br /&gt;
&lt;br /&gt;
Lowercase letters (or a big letter followed by a w) on a 3x3x3 indicate a turn of that face along with its corresponding middle slice.  If you think of them as a turn of everything except the opposite face, however, they can be used on the Megaminx.  For example:&lt;br /&gt;
&lt;br /&gt;
r&#039; (or R&#039;w) on a 3x3x3 would be a turn of everything except the left face, which would result in the back face becoming the up face.  On a Megaminx, it would also be a turn of everything except the left face, which would result in the backleft face becoming the up face.&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=OLL&amp;diff=3221</id>
		<title>OLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=OLL&amp;diff=3221"/>
		<updated>2009-03-08T14:43:47Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: Fixed some embarrassing typos and grammatical errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
OLL is the [[Orientation]] of the [[Last Layer]], and is the first step in solving the last layer in many speedsolving methods. &lt;br /&gt;
&lt;br /&gt;
Parentheses in an algorithm signify the triggers of the algorithm.  For example, [(R U R&#039;) (L&#039; U L)] shows two triggers in the algorithm, even though it is the same as [R U R&#039; L&#039; U L].&lt;br /&gt;
&lt;br /&gt;
The areas shaded in gray represent the oriented pieces on the top layer. You can tell if a piece is oriented by looking at the top color of the piece in relation to the top center of the cube. If the piece is oriented, the two colors will be the same.&lt;br /&gt;
&lt;br /&gt;
The bars sticking off to the side of an unshaded piece represent where the [[sticker]] that needs to be on top is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==All edges flipped correctly==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 21 ===&lt;br /&gt;
[[Image:o21.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U R U&#039; R&#039; U R U2 R&#039;&lt;br /&gt;
* y R U2 R&#039; U&#039; R U R&#039; U&#039; R U&#039; R&#039;&lt;br /&gt;
* y F (R U R&#039; U&#039;) (R U R&#039; U&#039;) (R U R&#039; U&#039;) F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 22 ===&lt;br /&gt;
[[Image:o22.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U2 R2&#039; U&#039; R2 U&#039; R2&#039; U2 R&lt;br /&gt;
* f (R U R&#039; U&#039;) f&#039; F (R U R&#039; U&#039;) F&#039;&lt;br /&gt;
* y2 L&#039; U2 L2 U L2 U L2 U2 L&#039;&lt;br /&gt;
* R U2 R2 U&#039; R&#039; U R U&#039; R U&#039; R&#039; y M&#039; U2 M&lt;br /&gt;
* R&#039; U L U&#039; R U&#039; L&#039; U&#039; L U&#039; L&#039;&lt;br /&gt;
* y2 L U&#039; R&#039; U L&#039; U R U R&#039; U R&lt;br /&gt;
* y2 L&#039; U R U&#039; L U&#039; R&#039; U&#039; R U&#039; R&#039;&lt;br /&gt;
* R U&#039; L&#039; U R&#039; U L U L&#039; U L&lt;br /&gt;
&lt;br /&gt;
=== OLL 23 ===&lt;br /&gt;
[[Image:o23.gif]]&lt;br /&gt;
&lt;br /&gt;
* l2 U&#039; R D2 R&#039; U R D2 R&lt;br /&gt;
* R2 D&#039; R U2 R&#039; D R U2 R&lt;br /&gt;
* R&#039; U2 R F U&#039; R&#039; U&#039; R U F&#039;&lt;br /&gt;
* l2&#039; U&#039; z&#039; U R2 U&#039; L U R2 z&#039; L&lt;br /&gt;
* y2 R&#039; F2 R U2 R U2 R&#039; F2 R U2 R&#039;&lt;br /&gt;
* y2 R2 D R&#039; U2 R D&#039; R&#039; U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 24 ===&lt;br /&gt;
[[Image:o24.gif]]&lt;br /&gt;
&lt;br /&gt;
* r U R&#039; U&#039; L&#039; U R U&#039; x&#039;&lt;br /&gt;
* r U R&#039; U&#039; r&#039; F R F&#039;&lt;br /&gt;
* y&#039; R U R2&#039; U&#039; R2 U&#039; R2&#039; U2&#039; R U&#039; R U&#039; R&#039;&lt;br /&gt;
* y2 R&#039; F&#039; r U R U&#039; r&#039; F&lt;br /&gt;
: Same as y2 l&#039; U&#039; L U R U&#039; r&#039; F&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 25 ===&lt;br /&gt;
[[Image:o25.gif]]&lt;br /&gt;
&lt;br /&gt;
* y&#039; F&#039; r U R&#039; U&#039; r&#039; F R&lt;br /&gt;
* y&#039; x U R&#039; U&#039; L U R U&#039; r&#039;&lt;br /&gt;
* y2 R U2&#039; R D R&#039; U2 R D&#039; R2&#039;&lt;br /&gt;
* y R&#039; F&#039; L&#039; F R F&#039; L F&lt;br /&gt;
* y R&#039; U&#039; (R U R&#039; F&#039;) (R U R&#039; U&#039;) (R&#039; F R2)&lt;br /&gt;
* l&#039; U&#039; L&#039; U R U&#039; L F x&lt;br /&gt;
* x&#039; D R U R&#039; D&#039; R U&#039; l&#039;&lt;br /&gt;
* U r U R U&#039; L&#039; U R&#039; U&#039; x&#039;&lt;br /&gt;
* x&#039; U L&#039; U&#039; R U L U&#039; l&#039;&lt;br /&gt;
* y2 l&#039; U R D&#039; R&#039; U&#039; R D x&#039;&lt;br /&gt;
* y2 x&#039; L&#039; U&#039; R&#039; U L U&#039; R U&lt;br /&gt;
* R U2 R&#039; U&#039; R U R&#039; U&#039; R U R&#039; U&#039; R U&#039; R&#039;&lt;br /&gt;
* R U R&#039; U R U&#039; R&#039; U R U&#039; R&#039; U R U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 26 ===&lt;br /&gt;
[[Image:o26.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 R&#039; U&#039; R U&#039; R&#039; U2 R&lt;br /&gt;
* y&#039; R U2 R&#039; U&#039; R U&#039; R&#039;&lt;br /&gt;
* L&#039; U R U&#039; L U R&#039;&lt;br /&gt;
* L&#039; U&#039; L U&#039; L&#039; U2 L&lt;br /&gt;
&lt;br /&gt;
=== OLL 27 ===&lt;br /&gt;
[[Image:o27.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U R U2 R&#039;&lt;br /&gt;
* R U&#039; L&#039; U R&#039; U&#039; L&lt;br /&gt;
* y&#039; R&#039; U2 R U R&#039; U R&lt;br /&gt;
* y L&#039; U2 L U L&#039; UL&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==No edges flipped correctly==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 1 === &lt;br /&gt;
[[Image:o1.gif]]&lt;br /&gt;
&lt;br /&gt;
* (R U2) (R2&#039; F R F&#039; U2&#039;) (R&#039; F R F&#039;)&lt;br /&gt;
* R U B&#039; R B R2 U&#039; R&#039; F R F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 2 === &lt;br /&gt;
[[Image:o2.gif]]&lt;br /&gt;
&lt;br /&gt;
* F (R U R&#039; U&#039;) F&#039; f (R U R&#039; U&#039;) f&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 3 ===&lt;br /&gt;
[[Image:o3.gif]]&lt;br /&gt;
&lt;br /&gt;
* y f (R U R&#039; U&#039;) f&#039; U&#039; F (R U R&#039; U&#039;) F&#039;&lt;br /&gt;
* y2 r&#039; R2 U R&#039; U r U2 r&#039; U R&#039; r&lt;br /&gt;
&lt;br /&gt;
=== OLL 4 ===&lt;br /&gt;
[[Image:o4.gif]]&lt;br /&gt;
&lt;br /&gt;
* f (R U R&#039; U&#039;) f&#039; U F (R U R&#039; U&#039;) F&#039;&lt;br /&gt;
* R&#039; U2 x R&#039; U R U&#039; y R&#039; U&#039; R&#039; U R&#039; F&lt;br /&gt;
* y r&#039; R U&#039; r U2 r&#039; U&#039; R U&#039; R2&#039; r&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 17 ===&lt;br /&gt;
[[Image:o17.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U R&#039; F R F&#039; U2 R&#039; F R F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 18 ===&lt;br /&gt;
[[Image:o18.gif]]&lt;br /&gt;
&lt;br /&gt;
* y&#039; r U R&#039; U R U2 r2&#039; U&#039; R U&#039; R&#039; U2 r&lt;br /&gt;
* y2 F R U R&#039; d R&#039; U2 R&#039; F R F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 19 ===&lt;br /&gt;
[[Image:o19.gif]]&lt;br /&gt;
&lt;br /&gt;
* r&#039; U2 R U R&#039; U r2 U2&#039; R&#039; U&#039; R U&#039; r&#039;&lt;br /&gt;
* R&#039; U2 F R U R&#039; U&#039; y&#039; R2 U2 R B&lt;br /&gt;
&lt;br /&gt;
=== OLL 20 ===&lt;br /&gt;
[[Image:o20.gif]]&lt;br /&gt;
&lt;br /&gt;
* r&#039; R U R U R&#039; U&#039; r2 R2&#039; U R U&#039; r&#039;&lt;br /&gt;
* M U R U R&#039; U&#039; M2 U R U&#039; r&#039;&lt;br /&gt;
* M&#039; U2 M&#039; U2 M&#039; U M U2 M U2 M&lt;br /&gt;
* M&#039; U2 M U2 M&#039; U M U2 M&#039; U2 M&lt;br /&gt;
* M d r2 U M&#039; U2 M U r2 S&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;P&amp;quot; shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 31 ===&lt;br /&gt;
[[Image:o31.gif]]&lt;br /&gt;
&lt;br /&gt;
* L&#039; d&#039; R d L U&#039; L&#039; B&#039; L&lt;br /&gt;
* S&#039; L&#039; U&#039; L U L F&#039; L&#039; f&lt;br /&gt;
* y x U R&#039; U&#039; l U R U R&#039; U&#039; R U&#039; R&#039;&lt;br /&gt;
* y2 R&#039; U&#039; F U R U&#039; R&#039; F&#039; R&lt;br /&gt;
* L&#039; U&#039; B U L U&#039; L&#039; B&#039; L&lt;br /&gt;
&lt;br /&gt;
=== OLL 32 ===&lt;br /&gt;
[[Image:o32.gif]]&lt;br /&gt;
&lt;br /&gt;
* R d L&#039; d&#039; R&#039; U R B R&#039;&lt;br /&gt;
* S R U R&#039; U&#039; R&#039; F R f&#039;&lt;br /&gt;
* y x&#039; U&#039; R U l&#039; U&#039; R&#039; U&#039; R U R&#039; U R&lt;br /&gt;
* R U B&#039; U&#039; R&#039; U R B R&#039;&lt;br /&gt;
* y2 F U R U&#039; F&#039; r U R&#039; U&#039; r&#039;&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 43 ===&lt;br /&gt;
[[Image:o43.gif]]&lt;br /&gt;
&lt;br /&gt;
* f&#039; L&#039; U&#039; L U f&lt;br /&gt;
* B&#039; U&#039; R&#039; U R B&lt;br /&gt;
* y2 F&#039; U&#039; L&#039; U L F&lt;br /&gt;
* U R U R&#039; F&#039; L&#039; U&#039; L F&lt;br /&gt;
&lt;br /&gt;
=== OLL 44 ===&lt;br /&gt;
[[Image:o44.gif]]&lt;br /&gt;
&lt;br /&gt;
* f R U R&#039; U&#039; f&#039;&lt;br /&gt;
* y2 F U R U&#039; R&#039; F&#039;&lt;br /&gt;
* y R U y&#039; L U&#039; L&#039; B&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;W&amp;quot; shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 36 ===&lt;br /&gt;
[[Image:o36.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U&#039; R U&#039; R&#039; U R U R B&#039; R&#039; B&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 38 ===&lt;br /&gt;
[[Image:o38.gif]]&lt;br /&gt;
&lt;br /&gt;
* L U L&#039; U L U&#039; L&#039; U&#039; L&#039; B L B&#039;&lt;br /&gt;
* y2 R U R&#039; U R U&#039; R&#039; U&#039; R&#039; F R F&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;L&amp;quot; shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 53 ===&lt;br /&gt;
[[Image:o53.gif]]&lt;br /&gt;
&lt;br /&gt;
* l&#039; U&#039; L U&#039; L&#039; U L U&#039; L&#039; U2 l&lt;br /&gt;
* y2 r&#039; U&#039; R U&#039; R&#039; U R U&#039; R&#039; U2 r&lt;br /&gt;
* y&#039; r&#039; U2 R U R&#039; U&#039; R U R&#039; U r&lt;br /&gt;
&lt;br /&gt;
=== OLL 54 ===&lt;br /&gt;
[[Image:o54.gif]]&lt;br /&gt;
&lt;br /&gt;
* r U R&#039; U R U&#039; R&#039; U R U2 r&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 50 ===&lt;br /&gt;
[[Image:o50.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 R&#039; F R2 B&#039; R2 F&#039; R2 B R&#039;&lt;br /&gt;
* r&#039; U r2 U&#039; r2&#039; U&#039; r2 U r&#039;&lt;br /&gt;
* R B&#039; R B R2&#039; U2 F R&#039; F&#039; R&lt;br /&gt;
* y2 l&#039; U l2 U&#039; l2 U&#039; l2 U l&#039;&lt;br /&gt;
* r&#039; U2 R2&#039; U R2 U rR U2 R&#039;&lt;br /&gt;
* y&#039; [R U2 R&#039; U&#039; R U&#039; R&#039;] [F R U R&#039; U&#039; F&#039;]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 47 ===&lt;br /&gt;
[[Image:o47.gif]]&lt;br /&gt;
&lt;br /&gt;
* F&#039; L&#039; U&#039; L U L&#039; U&#039; L U F&lt;br /&gt;
* R&#039; U&#039; x R&#039; U R U&#039; R&#039; U R U&#039; x&#039; U R&lt;br /&gt;
* b&#039; U&#039; R&#039; U R U&#039; R&#039; U R b&lt;br /&gt;
&lt;br /&gt;
=== OLL 48 ===&lt;br /&gt;
[[Image:o48.gif]]&lt;br /&gt;
&lt;br /&gt;
* F R U R&#039; U&#039; R U R&#039; U&#039; F&#039;&lt;br /&gt;
* y2 f U R U&#039; R&#039; U R U&#039; R&#039; f&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 49 ===&lt;br /&gt;
[[Image:o49.gif]]&lt;br /&gt;
&lt;br /&gt;
* R B&#039; R2 F R2 B R2 F&#039; R&lt;br /&gt;
* l U&#039; l2&#039; U l2 U l2&#039; U&#039; l&lt;br /&gt;
* y2 r U&#039; r2 U r2 U r2 U&#039; r&lt;br /&gt;
* y2 R&#039; F R&#039; F&#039; R2 d2 y&#039; R&#039; F R F&#039;&lt;br /&gt;
* y2 r U2 R2&#039; U&#039; R2 U&#039; r&#039;R&#039; U2 R&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;C&amp;quot; shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 34 ===&lt;br /&gt;
[[Image:o34.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U&#039; x D&#039; R&#039; U R E&#039;&lt;br /&gt;
* R U R&#039; d&#039; l&#039; U&#039; L U r&#039; R&lt;br /&gt;
* y2 F R U R&#039; U&#039; R&#039; F&#039; r U R U&#039; r&#039;&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 46 ===&lt;br /&gt;
[[Image:o46.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U&#039; R&#039; F R F&#039; U R&lt;br /&gt;
* R&#039; U&#039; l&#039; U l F&#039; U R&lt;br /&gt;
* R U l U&#039; R&#039; U F&#039; l&#039;&lt;br /&gt;
* y2 L F U&#039; R U R&#039; F&#039; L&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;T&amp;quot; shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 33 ===&lt;br /&gt;
[[Image:o33.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U&#039; R&#039; F R F&#039;&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 45 ===&lt;br /&gt;
[[Image:o45.gif]]&lt;br /&gt;
&lt;br /&gt;
* F R U R&#039; U&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;I&amp;quot; shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 55 ===&lt;br /&gt;
[[Image:o55.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U2 R2 U&#039; R U&#039; R&#039; U2 F R F&#039;&lt;br /&gt;
** A 4x4x4 special: Note: Rra = (R + r) + (L + l)&lt;br /&gt;
::(y) Rr U2 Rra&#039; U2 Rr U2 Rr&#039; U2 Rra U2 Rr&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 56 ===&lt;br /&gt;
[[Image:o56.gif]]&lt;br /&gt;
&lt;br /&gt;
* R B R&#039; U L U&#039; L&#039; U L U&#039; L&#039; R B&#039; R&#039;&lt;br /&gt;
* r&#039; U&#039; r U&#039; R&#039; U R U&#039; R&#039; U R r&#039; U r&lt;br /&gt;
* F R U R&#039; U&#039; R F&#039; r U R&#039; U&#039; r&#039;&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 51 ===&lt;br /&gt;
[[Image:o51.gif]]&lt;br /&gt;
&lt;br /&gt;
* F U R U&#039; R&#039; U R U&#039; R&#039; F&#039;&lt;br /&gt;
* y2 f R U R&#039; U&#039; R U R&#039; U&#039; f&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 52 ===&lt;br /&gt;
[[Image:o52.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; U&#039; R U&#039; R&#039; d R&#039; U R B&lt;br /&gt;
* R U R&#039; U R d&#039; R U&#039; R&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Square shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 5 ===&lt;br /&gt;
[[Image:o5.gif]]&lt;br /&gt;
&lt;br /&gt;
* (r&#039; U2) (R U R&#039; U r)&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 6 ===&lt;br /&gt;
[[Image:o6.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 (r U2) (R&#039; U&#039; R U&#039;) r&#039;&lt;br /&gt;
* l U2 L&#039; U&#039; L U&#039; l&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Big lightning bolt shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 39 ===&lt;br /&gt;
[[Image:o39.gif]]&lt;br /&gt;
&lt;br /&gt;
* L F&#039; L&#039; U&#039; L U F U&#039; L&#039;&lt;br /&gt;
* y2 f&#039; L F L&#039; U&#039; L&#039; U L S&lt;br /&gt;
* y2 R B&#039; R&#039; U&#039; R U B U&#039; R&#039;&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 40 ===&lt;br /&gt;
[[Image:o40.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; F R U R&#039; U&#039; F&#039; U R&lt;br /&gt;
* y2 f R&#039; F&#039; R U R U&#039; R&#039; S&#039;&lt;br /&gt;
* y2 L&#039; B L U L&#039; U&#039; B&#039; U L&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Small lightning bolt shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 7 ===&lt;br /&gt;
[[Image:o7.gif]]&lt;br /&gt;
&lt;br /&gt;
* (r U R&#039; U) (R U2 r&#039;)&lt;br /&gt;
&lt;br /&gt;
=== OLL 8 ===&lt;br /&gt;
[[Image:o8.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 r&#039; U&#039; R U&#039; R&#039; U2 r&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 11 ===&lt;br /&gt;
[[Image:o11.gif]]&lt;br /&gt;
&lt;br /&gt;
* r&#039; R2 U R&#039; U R U2 R&#039; U r R&#039;&lt;br /&gt;
* y2 r U R&#039; U R&#039; F R F&#039; R U2 r&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 12 ===&lt;br /&gt;
[[Image:o12.gif]]&lt;br /&gt;
&lt;br /&gt;
* F R U R&#039; U&#039; F&#039; y F R U R&#039; U&#039; F&#039;&lt;br /&gt;
* y F R U R2 F R y&#039; R2 U R U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fish shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 9 ===&lt;br /&gt;
[[Image:o9.gif]]&lt;br /&gt;
&lt;br /&gt;
* y&#039; R&#039; U&#039; R y&#039; x&#039; R U&#039; R&#039; F R U R&#039; x&lt;br /&gt;
* y&#039; R U R&#039; U&#039; R&#039; F R2 U R&#039; U&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 10 ===&lt;br /&gt;
[[Image:o10.gif]]&lt;br /&gt;
&lt;br /&gt;
* y&#039; R U R&#039; y R&#039; F R U&#039; R&#039; F&#039; R&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 35 ===&lt;br /&gt;
[[Image:o35.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U2 R2&#039; F R F&#039;R U2 R&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 37 ===&lt;br /&gt;
[[Image:o37.gif]]&lt;br /&gt;
&lt;br /&gt;
* x&#039; U&#039; R U l&#039; U&#039; R&#039; U R&lt;br /&gt;
* l U&#039; R&#039; U y&#039; R U R&#039; U&#039; z&#039;&lt;br /&gt;
* y F R U&#039; R&#039; U&#039; R U R&#039; F&#039;&lt;br /&gt;
* y R&#039; F R F&#039; U&#039; F&#039; U F&lt;br /&gt;
* R B&#039; R&#039; B U B U&#039; B&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Knight move shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 13 ===&lt;br /&gt;
[[Image:o13.gif]]&lt;br /&gt;
&lt;br /&gt;
* F U R U&#039; R2 F&#039; R U R U&#039; R&#039;&lt;br /&gt;
* y2 x&#039; R U&#039; R&#039; F&#039; R U R&#039; x y R&#039; U R&lt;br /&gt;
* y2 f R U R2 U&#039; R&#039; U R U&#039; f&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 14 ===&lt;br /&gt;
[[Image:o14.gif]]&lt;br /&gt;
&lt;br /&gt;
* R&#039; F R U R&#039; F&#039; R y&#039; R U&#039; R&#039;&lt;br /&gt;
* y&#039; R&#039; U&#039; y&#039; R&#039; U R2 B R&#039; U&#039; R&#039; U R&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 15 ===&lt;br /&gt;
[[Image:o15.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 R&#039; F&#039; R L&#039; U&#039; L U R&#039; F R&lt;br /&gt;
* r&#039; U&#039; r R&#039; U&#039; R U r&#039; U r&lt;br /&gt;
&lt;br /&gt;
=== OLL 16 ===&lt;br /&gt;
[[Image:o16.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 r U r&#039; R U R&#039; U&#039; r U&#039; r&#039;&lt;br /&gt;
* y2 r U M U R&#039; U&#039; r U&#039; r&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Awkward shapes==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 29 ===&lt;br /&gt;
[[Image:o29.gif]]&lt;br /&gt;
&lt;br /&gt;
* y2 R&#039; F R F&#039; R U2 R&#039; d L&#039; U&#039; L&lt;br /&gt;
* y2 R2&#039; U&#039; R F R&#039; U R2&#039; U&#039; R&#039; F&#039; R&lt;br /&gt;
* y R U R&#039; U&#039; R U&#039; R&#039; F&#039; U&#039; F R U R&#039;&lt;br /&gt;
* y R&#039; U2 R2 U R&#039; U&#039; R&#039; U2 F R F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 30 ===&lt;br /&gt;
[[Image:o30.gif]]&lt;br /&gt;
&lt;br /&gt;
* l U&#039; R&#039; U l&#039; U2 d L U L&#039;&lt;br /&gt;
* f R U R2 U&#039; R&#039; U R2 U&#039; R&#039; f&#039;&lt;br /&gt;
* y2 F U R U&#039; x&#039; U R&#039; D&#039; R U&#039; R&#039;&lt;br /&gt;
* R2&#039; U R&#039; B&#039; R U&#039; R2&#039; U R B R&#039;&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 41 ===&lt;br /&gt;
[[Image:o41.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U&#039; R&#039; U2 R U y R U&#039; R&#039; U&#039; F&#039;&lt;br /&gt;
* y R U2&#039; R&#039; U&#039; R U&#039; R2 (y) L&#039; U&#039; L U F&lt;br /&gt;
* y2 F U R U&#039; R&#039; F&#039; R&#039; U2 R U R&#039; U R&lt;br /&gt;
* y2 R U R&#039; U R U2 R&#039; F R U R&#039; U&#039; F&#039;&lt;br /&gt;
&lt;br /&gt;
=== OLL 42 ===&lt;br /&gt;
[[Image:o42.gif]]&lt;br /&gt;
&lt;br /&gt;
* L&#039; U L U2 L&#039; U&#039; y&#039; L&#039; U L U F&lt;br /&gt;
* y R&#039; U2 R U R&#039; U R2 y R U R&#039; U&#039; F&#039;&lt;br /&gt;
* y R&#039; F R F&#039; R&#039; F R F&#039; R U R&#039; U&#039; R U R&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==All Corners Oriented==&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== OLL 28 ===&lt;br /&gt;
[[Image:o28.gif]]&lt;br /&gt;
&lt;br /&gt;
* r U R&#039; U&#039; r&#039; R U R U&#039; R&#039;&lt;br /&gt;
* F R U R&#039; U&#039; F&#039; U2 F R U R&#039; U&#039; F&#039;&lt;br /&gt;
* y2 M&#039; U M U2 M&#039; U M&lt;br /&gt;
* M U M&#039; U2 M U M&#039;&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
=== OLL 57 ===&lt;br /&gt;
[[Image:o57.gif]]&lt;br /&gt;
&lt;br /&gt;
* R U R&#039; U&#039; r R&#039; U R U&#039; r&#039;&lt;br /&gt;
* (x&#039;) M&#039; U&#039; R U M U&#039; R&#039; U (x)&lt;br /&gt;
* M U M U M U2 M&#039; U M&#039; U M&#039; U2&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;br /&gt;
[[Category:Cubing abbreviations and acronyms]]&lt;br /&gt;
[[Category:Algorithms]]&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3219</id>
		<title>Megaminx notation</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Megaminx_notation&amp;diff=3219"/>
		<updated>2009-03-07T23:42:04Z</updated>

		<summary type="html">&lt;p&gt;FFRPianist: New page: Although the Megaminx has twice as many faces as a Rubik&amp;#039;s cube, there are usually only three adjacent faces used  in one algorithm, which allows 3x3x3 notation to be used.  There are some...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the Megaminx has twice as many faces as a Rubik&#039;s cube, there are usually only three adjacent faces used &lt;br /&gt;
in one algorithm, which allows 3x3x3 notation to be used.  There are some algorithms that require four or five &lt;br /&gt;
adjacent faces that are not related in a way where 3x3x3 notation could be used.   Thus, extra notation is needed &lt;br /&gt;
to write these algorithms without confusion.&lt;br /&gt;
&lt;br /&gt;
All of the algorithms that require four or five adjacent faces and therefore extra notation are for the last layer; &lt;br /&gt;
however, if you are familiar with the Fridrich method, the only time you will really need algorithms at all is on the last &lt;br /&gt;
layer.  The Megaminx has five faces that surround the top face of the last layer while the 3x3x3 has four faces that &lt;br /&gt;
surround the top face of the last layer.  This means that two of those faces that surround the top face on the &lt;br /&gt;
Megaminx are in the spot of one face that surrounds the top face on a 3x3x3.  The one face on the 3x3x3 is &lt;br /&gt;
commonly the back face (B), and the two faces on the Megaminx that are in its spot are the backright (BR) and &lt;br /&gt;
backleft (BL) faces.&lt;br /&gt;
&lt;br /&gt;
Here is an example of an algorithm that requires extra notation:&lt;br /&gt;
&lt;br /&gt;
R BR BL U BL&#039; U BR&#039; U2&#039; R&#039; &lt;br /&gt;
&lt;br /&gt;
This algorithm orients all of the edges on the top layer when one edge is already oriented.  A clockwise turn of the &lt;br /&gt;
right face is followed by a clockwise turn of the face that is next to it, which is followed by a clockwise turn of the &lt;br /&gt;
face that is next to that one.&lt;br /&gt;
Notice that there is a U2&#039; in this algorithm.  On a 3x3x3, a U2&#039; would be the same as a U2, making it useless unless &lt;br /&gt;
you are specifying finger tricks.  &#039;&#039;&#039;On a Megaminx, a U2&#039; is different from a U2.&#039;&#039;&#039;  A U3&#039; would be the same as a U2, &lt;br /&gt;
and a U4&#039; would be the same as a U, however.&lt;/div&gt;</summary>
		<author><name>FFRPianist</name></author>
	</entry>
</feed>