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	<title>Speedsolving.com Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.speedsolving.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quadrescence"/>
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	<updated>2026-10-21T19:43:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=User_talk:Kenneth&amp;diff=1752</id>
		<title>User talk:Kenneth</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=User_talk:Kenneth&amp;diff=1752"/>
		<updated>2008-10-08T18:00:02Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: /* Deleting the picture */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your CxLL project is a great idea. I&#039;ll help out when I can. Good luck with it. --[[User:Kirjava|Kirjava]] 01:26, 15 September 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thank&#039;s Thom, hope you can add up CMLL because I don&#039;t know that many algs for it // [[User:Kenneth|Kenneth]] 06:01, 15 September 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request ==&lt;br /&gt;
&lt;br /&gt;
Sounds like a good idea.  If we made it so everyone could delete pages, that may get out of hand.  Perhaps if we can undo deletion of pages, it wouldn&#039;t be that bad.  I will see what I can do soon.  This week and upcoming weekend will be very busy, but I will get to it ASAP.  Great work so far, Kenneth.&lt;br /&gt;
&lt;br /&gt;
How about making it so only registers users can delete pages? I think you can undo this anyway... --[[User:Kirjava|Kirjava]] 12:18, 16 September 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== --- ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ll try setting that up soon.&lt;br /&gt;
-[[User:WikiAdmin|WikiAdmin]]&lt;br /&gt;
&lt;br /&gt;
== -- ==&lt;br /&gt;
&lt;br /&gt;
Sorry about that.  Fixed now.  I was messing around with making TeX work, and apparently messed with the image paths.  Thanks for letting me know.&lt;br /&gt;
&lt;br /&gt;
== Deleting the picture ==&lt;br /&gt;
&lt;br /&gt;
I did it because this wiki is very unencyclopedic at the moment, and I was doing cleaning up.&lt;br /&gt;
&lt;br /&gt;
An image should not be in the heading of a section, and I did not find it at all appropriate.&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=Roux_method&amp;diff=1684</id>
		<title>Roux method</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=Roux_method&amp;diff=1684"/>
		<updated>2008-10-06T00:02:56Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Roux Method&#039;&#039;&#039; was invented by [[Gilles Roux]]. Unlike [[Fridrich]] and [[Petrus]], the inventor of this method has done a sub-15 second average (of 5) with it in competition. &lt;br /&gt;
&lt;br /&gt;
==The Steps==&lt;br /&gt;
&lt;br /&gt;
1. Build a 1x2x3 block anywhere on the cube.&lt;br /&gt;
&lt;br /&gt;
2. Build a second 1x2x3 block opposite of the first 1x2x3 block, without disrupting the first 1x2x3 block.  After this step, there should be two 1x2x3 blocks: one on the lower left side, and one lower right side, leaving the U slice and M slice free to move.&lt;br /&gt;
&lt;br /&gt;
3. Simultaneously [[orient]] and [[permute]] the remaining 4 corners on the top layer (U-slice).  You can use [[CMLL]] or [[COLL]] to do this.&lt;br /&gt;
&lt;br /&gt;
4. [[Orient]] the 6 remaining edges (UF, UB, UF, UR, DF, DB need to be oriented correctly).&lt;br /&gt;
&lt;br /&gt;
5. Solve the left and right layer edges. After this step, both the left and right side layers should be complete.&lt;br /&gt;
&lt;br /&gt;
6. Solve the centers and edges in the M slice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[E15]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
&lt;br /&gt;
Like the Petrus method, the Roux method uses fewer moves than the popular Fridrich method. It is also more intuitive and requires fewer algorithms. &lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
&lt;br /&gt;
Block building can be difficult for a beginner to get used to. The reliance on r and M moves may also be difficult for some people, so much so that cubers who have trouble with M turns should probably not use this as their main method. Slice turns can also be slower than using a [[quarter-turn metric]].&lt;br /&gt;
&lt;br /&gt;
==Where to learn the Roux Method==&lt;br /&gt;
&lt;br /&gt;
* [http://grrroux.free.fr/method/Intro.html Gilles Roux&#039;s tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Category:3x3x3 methods]]&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1683</id>
		<title>List of PC cubing software</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1683"/>
		<updated>2008-10-05T23:58:33Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: /* Solvers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
A very popular category of Rubik&#039;s cube software is the playable 3D Rubik&#039;s Cube (animated cube), often implemented as a Java applet, which has a long history. The first version of which many current programs are derived was made by Michael Shubart. After that, Karl Hornell made modifications in his version, which again was used by Lars Petrus on his website. Probably the most widely used is RubikPlayer by Werner Randelshofer.&lt;br /&gt;
&lt;br /&gt;
== Standalone Timers ==&lt;br /&gt;
* [http://vanderblonk.com/cube/download/rtt/About.htm RubikTimer] - (Windows)&lt;br /&gt;
* [http://www.strangepuzzle.com/jnetcube.html JNetCube] - (Java)&lt;br /&gt;
* [http://code.google.com/p/rubiks-jtimer/ JTimer] - New version of JNetCube (Java)&lt;br /&gt;
* [http://vanderblonk.com/cube/cubetimer.htm CubeTimer] - Timer with animation&lt;br /&gt;
* [http://gnehzr.net/cct/ CALCubeTimer 0.2] - Interfaces with a stackmat through the microphone port&lt;br /&gt;
* [http://soft.imolecule.net/?lang=en iMolecule Soft DarkCube] - Timer in Thai and English under CC By-NC-SA 3.0 license&lt;br /&gt;
&lt;br /&gt;
== Solvers ==&lt;br /&gt;
* [http://software.rubikscube.info/JACube/index.html ACube] - Fast solver written by Josef Jelinek, and is able to ignore pieces and specify different metrics upon loading. (Java, freeware, command-line based)&lt;br /&gt;
* [http://kociemba.org/cube.htm Cube Explorer] - Fast solver written by Kociemba with his algorithm (Windows, freeware, graphical)&lt;br /&gt;
* [http://www.geocities.com/jaapsch/puzzles/cubie.htm Cubie] - Solver with animation (Java, freeware)&lt;br /&gt;
* [http://www.wrongway.org/?rubik Rubik&#039;s Cube Solver by Eric Dietz] - (Windows/Linux, GPL)&lt;br /&gt;
* [http://www.svekub.se/files/ksolve.zip ksolve] - A general puzzle solver by Kare Krig. Uses a written definition file and scramble file, and is much slower than dedicated solvers. (Windows, freeware, command-line based)&lt;br /&gt;
* [http://www.ganpuzzle.com/vcube333demo.htm Learn to Solve Rubik&#039;s Cube with 3 Simple Tricks] - Step-by-step interactive animated solution (Java)&lt;br /&gt;
* [http://www.ganpuzzle.com/hints3x3.htm Rubik&#039;s Solution Hints Booklet Step Animation] - Step-by-step interactive animated solution based on official booklet (Java)&lt;br /&gt;
&lt;br /&gt;
== Animations  ==&lt;br /&gt;
* [http://www.ultimatemagiccube.com Ultimate Magic Cube] - (Windows). Megaminx, pyraminx and much more&lt;br /&gt;
* [http://www.glidingcube.com GlidingCube] - (Windows) A virtual cube puzzle. Intriguing but cannot be built physically.&lt;br /&gt;
* [http://www.superliminal.com/cube/cube.htm 4D Cube] - (Java)&lt;br /&gt;
* [http://www.gravitation3d.com/magiccube5d/ 5D Cube] - (Windows)&lt;br /&gt;
* [http://sourceforge.net/projects/rubiksim/ RubikSim] - (Windows) &lt;br /&gt;
* [http://gabbasoft.com/ Gabbasoft] - (Windows) A collection of NxNxN puzzles 2-20, and with [[supercubes]]&lt;br /&gt;
* [http://www.network54.com/Forum/178387/message/1191974095/  QBASIC Rubik&#039;s Cube] - (DOS/Windows) At 26,375 bytes (25.7 KB), the smallest Rubik&#039;s cube on PC&lt;br /&gt;
&lt;br /&gt;
* [http://www.leinweb.com/snackbar/cube/index.htm  Hungarian HexaHedron ]- (Windows) It is amazing for FMC. Records your solution as you go.&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1682</id>
		<title>List of PC cubing software</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=List_of_PC_cubing_software&amp;diff=1682"/>
		<updated>2008-10-05T23:54:57Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: /* Standalone Timers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
A very popular category of Rubik&#039;s cube software is the playable 3D Rubik&#039;s Cube (animated cube), often implemented as a Java applet, which has a long history. The first version of which many current programs are derived was made by Michael Shubart. After that, Karl Hornell made modifications in his version, which again was used by Lars Petrus on his website. Probably the most widely used is RubikPlayer by Werner Randelshofer.&lt;br /&gt;
&lt;br /&gt;
== Standalone Timers ==&lt;br /&gt;
* [http://vanderblonk.com/cube/download/rtt/About.htm RubikTimer] - (Windows)&lt;br /&gt;
* [http://www.strangepuzzle.com/jnetcube.html JNetCube] - (Java)&lt;br /&gt;
* [http://code.google.com/p/rubiks-jtimer/ JTimer] - New version of JNetCube (Java)&lt;br /&gt;
* [http://vanderblonk.com/cube/cubetimer.htm CubeTimer] - Timer with animation&lt;br /&gt;
* [http://gnehzr.net/cct/ CALCubeTimer 0.2] - Interfaces with a stackmat through the microphone port&lt;br /&gt;
* [http://soft.imolecule.net/?lang=en iMolecule Soft DarkCube] - Timer in Thai and English under CC By-NC-SA 3.0 license&lt;br /&gt;
&lt;br /&gt;
== Solvers ==&lt;br /&gt;
* [http://software.rubikscube.info/JACube/index.html ACube] - (Java, freeware, command-line based)&lt;br /&gt;
* [http://kociemba.org/cube.htm Cube Explorer] - (Windows, freeware, comes with graphical interface)&lt;br /&gt;
* [http://www.geocities.com/jaapsch/puzzles/cubie.htm Cubie] - Solver with animation (Java, freeware)&lt;br /&gt;
* [http://www.wrongway.org/?rubik Rubik&#039;s Cube Solver by Eric Dietz] - (Windows/Linux, GPL)&lt;br /&gt;
* [http://www.svekub.se/files/ksolve.zip ksolve] - (Windows, freeware, command-line based)&lt;br /&gt;
* [http://www.ganpuzzle.com/vcube333demo.htm Learn to Solve Rubik&#039;s Cube with 3 Simple Tricks] - Step-by-step interactive animated solution (Java)&lt;br /&gt;
* [http://www.ganpuzzle.com/hints3x3.htm Rubik&#039;s Solution Hints Booklet Step Animation] - Step-by-step interactive animated solution based on official booklet (Java)&lt;br /&gt;
&lt;br /&gt;
== Animations  ==&lt;br /&gt;
* [http://www.ultimatemagiccube.com Ultimate Magic Cube] - (Windows). Megaminx, pyraminx and much more&lt;br /&gt;
* [http://www.glidingcube.com GlidingCube] - (Windows) A virtual cube puzzle. Intriguing but cannot be built physically.&lt;br /&gt;
* [http://www.superliminal.com/cube/cube.htm 4D Cube] - (Java)&lt;br /&gt;
* [http://www.gravitation3d.com/magiccube5d/ 5D Cube] - (Windows)&lt;br /&gt;
* [http://sourceforge.net/projects/rubiksim/ RubikSim] - (Windows) &lt;br /&gt;
* [http://gabbasoft.com/ Gabbasoft] - (Windows) A collection of NxNxN puzzles 2-20, and with [[supercubes]]&lt;br /&gt;
* [http://www.network54.com/Forum/178387/message/1191974095/  QBASIC Rubik&#039;s Cube] - (DOS/Windows) At 26,375 bytes (25.7 KB), the smallest Rubik&#039;s cube on PC&lt;br /&gt;
&lt;br /&gt;
* [http://www.leinweb.com/snackbar/cube/index.htm  Hungarian HexaHedron ]- (Windows) It is amazing for FMC. Records your solution as you go.&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CxLL&amp;diff=1679</id>
		<title>CxLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CxLL&amp;diff=1679"/>
		<updated>2008-10-05T23:50:32Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: fixed some stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Corners Last Layer&#039;&#039;&#039; is a group of methods collectively known as &#039;&#039;&#039;C*LL&#039;&#039;&#039; or &#039;&#039;&#039;CxLL&#039;&#039;&#039; that solve the last layer corners in one algorithm. Each method has certain restrictions that apply, and each can affect other pieces in different ways. For example, [[CMLL]] allows movement of the M layer and allows destruction of the UL and UR edges. Two other common sets of algorithms include [[CLL]] and [[COLL]]. These differ from the fact that the latter preserves last layer&#039;s edges orientation while the former does not necessarily. In some cases, CLL will give shorter algorithms due to lack of restrictions.&lt;br /&gt;
&lt;br /&gt;
C*LL is useful for the [[2x2x2]], which has no edges, and also for [[CF|corners first]], which solves edges after the corners. C*LL is also used in [[Roux Method|Roux&#039;s method]], and is specifically known as CMLL.&lt;br /&gt;
&lt;br /&gt;
== The lists ==&lt;br /&gt;
=== Browse ===&lt;br /&gt;
&lt;br /&gt;
At bottom of each page there is a [[CxLL Algorithms#Navigator|navigator]] that you use to browse from page to page by clicking the names under the thumbnail images.&lt;br /&gt;
&lt;br /&gt;
=== Case Descriptions ===&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| [[image:CxLL Stickers.jpg|96px|]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| All colour patterns showed in the decriptions assumes white on top and green in front (official colour sheme). The description images divided into four quadrants makes one corner each as showed in the image to the left. The stickers showed in the images at the pages are whites for the four belonging to the U face and four more, the important recognition stickers, the rest of the stickers of the corners you can ignore in recognition, that&#039;s why those are not displayed in the images.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In case descriptions there are sometimes links to the &amp;quot;inverse case&amp;quot;, that is the case you get if you do N-PLL on the case you got (or faster R2 F2 R2).&lt;br /&gt;
&lt;br /&gt;
=== The Algorithms ===&lt;br /&gt;
At each page there are list of algs for diffrent types of CxLL menthods, topmost is COLL followed by CLL, CMLL and so on. An alg suitable for COLL is always also suitable for CLL but a CLL is newer useful for COLL, if your CLL preserves LL edge orientation then it is a COLL and should be listed as that. If your alg destroys M slice edges then it is a CMLL, if it ruins F2L edges it is a CF / 2x2x2 and if it changes FL corner premutation it is a EG 0/1 alg (all levles are also useful for [[Ortega]]).&lt;br /&gt;
&lt;br /&gt;
== Beginners ==&lt;br /&gt;
For a beginner who likes a stepping stone it is possible to do CxLL in two steps; first orientation and then permutation. In the navigator these algs are the grey cases having single letter names, orientations are in the leftmost row and permutations in the topmost line.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=6365 Thread discussing this CxLL page]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=6497 Thread discussing 2x2x2 algorithms]&lt;br /&gt;
* [http://home.comcast.net/~quadricode/hyperorientations/ Hyperorientations]: A proposed method for recognizing C*LL cases easily.&lt;br /&gt;
&lt;br /&gt;
== Navigator ==&lt;br /&gt;
{{CxLLnav}}&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CxLL&amp;diff=1678</id>
		<title>CxLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CxLL&amp;diff=1678"/>
		<updated>2008-10-05T23:44:02Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: made it more encyclopedic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Corners Last Layer&#039;&#039;&#039; is a group of methods collectively known as &#039;&#039;&#039;C*LL&#039;&#039;&#039; or &#039;&#039;&#039;CxLL&#039;&#039;&#039; that solve the last layer corners in one algorithm. Each method has certain restrictions that apply, and each can affect other pieces in different ways. For example, [[CMLL]] allows movement of the M layer and allows destruction of the UL and UR edges. Two other common sets of algorithms include [[CLL]] and [[COLL]]. These differ from the fact that the latter preserves last layer&#039;s edges orientation while the former does not necessarily. In some cases, CLL will give shorter algorithms due to lack of restrictions.&lt;br /&gt;
&lt;br /&gt;
C*LL is useful for the [[2x2x2]], which has no edges, and also for [[CF|corners first]], which solves edges after the corners. C*LL is also used in [[Roux Method|Roux&#039;s method]], and is specifically known as CMLL.&lt;br /&gt;
&lt;br /&gt;
=== The lists ===&lt;br /&gt;
&#039;&#039;&#039;Browse:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At bottom of each page there is a [[CxLL Algorithms#Navigator|navigator]] that you use to browse from page to page by clicking the names under the thumbnail images.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Case Descriptions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| [[image:CxLL Stickers.jpg|96px|]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| All colour patterns showed in the decriptions assumes white on top and green in front (official colour sheme). The description images divided into four quadrants makes one corner each as showed in the image to the left. The stickers showed in the images at the pages are whites for the four belonging to the U face and four more, the important recognition stickers, the rest of the stickers of the corners you can ignore in recognition, that&#039;s why those are not displayed in the images.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In case descriptions there are sometimes links to the &amp;quot;inverse case&amp;quot;, that is the case you get if you do N-PLL on the case you got (or faster R2 F2 R2).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Algorithms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At each page there are list of algs for diffrent types of CxLL menthods, topmost is COLL followed by CLL, CMLL and so on. An alg suitable for COLL is always also suitable for CLL but a CLL is newer useful for COLL, if your CLL preserves LL edge orientation then it is a COLL and should be listed as that. If your alg destroys M slice edges then it is a CMLL, if it ruins F2L edges it is a CF / 2x2x2 and if it changes FL corner premutation it is a EG 0/1 alg (all levles are also useful for [[Ortega]]).&lt;br /&gt;
&lt;br /&gt;
== Beginners ==&lt;br /&gt;
For a beginner who likes a stepping stone it is possible to do CxLL in two steps; first orientation and then permutation. In the navigator these algs are the grey cases having single letter names, orientations are in the leftmost row and permutations in the topmost line.&lt;br /&gt;
&lt;br /&gt;
== Links: ==&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=6365 Thread discussing this CxLL page]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=6497 Thread discussing 2x2x2 algorithms]&lt;br /&gt;
* [http://home.comcast.net/~quadricode/hyperorientations/ Hyperorientations]: A proposed method for recognizing C*LL cases easily.&lt;br /&gt;
&lt;br /&gt;
==Navigator==&lt;br /&gt;
{{CxLLnav}}&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
	</entry>
	<entry>
		<id>https://www.speedsolving.com/wiki/index.php?title=CxLL&amp;diff=1677</id>
		<title>CxLL</title>
		<link rel="alternate" type="text/html" href="https://www.speedsolving.com/wiki/index.php?title=CxLL&amp;diff=1677"/>
		<updated>2008-10-05T23:32:51Z</updated>

		<summary type="html">&lt;p&gt;Quadrescence: /* Links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Corners of the Last Layer&#039;&#039;&#039;, a group of methods that solves the last layer corners in one alg. The most common ones are [[COLL]] and [[CLL]] for the [[3x3x3]]. these differs from that COLL preseves last layer edges orientation and CLL does not. In some cases this gives shorter algs. For [[2x2x2]] that has got no edges and also for [[CF]] that solves edges after the corners are solved you can use even shorter CLL algorithms.&lt;br /&gt;
&lt;br /&gt;
=== The lists ===&lt;br /&gt;
&#039;&#039;&#039;Browse:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At bottom of each page there is a [[CxLL Algorithms#Navigator|navigator]] that you use to browse from page to page by clicking the names under the thumbnail images.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Case descriptions:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| [[image:CxLL Stickers.jpg|96px|]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| All colour patterns showed in the decriptions assumes white on top and green in front (official colour sheme). The description images divided into four quadrants makes one corner each as showed in the image to the left. The stickers showed in the images at the pages are whites for the four belonging to the U face and four more, the important recognition stickers, the rest of the stickers of the corners you can ignore in recognition, that&#039;s why those are not displayed in the images.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In case descriptions there are sometimes links to the &amp;quot;inverse case&amp;quot;, that is the case you get if you do N-PLL on the case you got (or faster R2 F2 R2).&lt;br /&gt;
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&#039;&#039;&#039;The algs:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
At each page there are list of algs for diffrent types of CxLL menthods, topmost is COLL followed by CLL, CMLL and so on. An alg suitable for COLL is always also suitable for CLL but a CLL is newer useful for COLL, if your CLL preserves LL edge orientation then it is a COLL and should be listed as that. If your alg destroys M slice edges then it is a CMLL, if it ruins F2L edges it is a CF / 2x2x2 and if it changes FL corner premutation it is a EG 0/1 alg (all levles are also useful for [[Ortega]]).&lt;br /&gt;
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== Beginner / Stepping stone ==&lt;br /&gt;
For a beginner who likes a stepping stone it is possible to do CxLL in two steps; first orientation and then permutation. In the navigator these algs are the grey cases having single letter names, orientations are in the leftmost row and permutations in the topmost line.&lt;br /&gt;
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== Links: ==&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=6365 Thread discussing this CxLL page]&lt;br /&gt;
* [http://www.speedsolving.com/forum/showthread.php?t=6497 Thread discussing 2x2x2 algorithms]&lt;br /&gt;
* [http://home.comcast.net/~quadricode/hyperorientations/ Hyperorientations]: A proposed method for recognizing C*LL cases easily.&lt;br /&gt;
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==Navigator==&lt;br /&gt;
{{CxLLnav}}&lt;/div&gt;</summary>
		<author><name>Quadrescence</name></author>
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