https://www.speedsolving.com/wiki/api.php?action=feedcontributions&user=Danegraphics&feedformat=atomSpeedsolving.com Wiki - User contributions [en]2019-07-24T06:38:44ZUser contributionsMediaWiki 1.31.0https://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24943User:Danegraphics2014-10-29T02:04:01Z<p>Danegraphics: /* ZBLBL */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL method by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
A good alternative is to perform the ZBLBL ''before'' performing CLS, as CLS already respects the edges, and you can use the already existing ZBLBL algs.<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.<br />
<br />
===Pet Rock===<br />
''The following is copied from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=999634&viewfull=1#post999634 this post.]''<br />
<br />
Well, I was thinking, and a very interesting method came to mind. It reduces the cube to <R, U, F2>, and solves the cube from there. Because it begins very similar to Petrus, I'd like to call it Pet rock. Here's the idea.<br />
<br />
*1- Solve the 2x2x2 block in the BDL corner.<br />
*2- Orient the edges relative to <R, U, L, D>. The freedom of having a third side to turn without restriction should make this simpler to perform.<br />
*3- Extend from the original the 2x2x2 block to a 2x2x3 on the F side. This is done only using <R, U, F2>. With practice, this could become very efficient.<br />
*4- Extend from the original 2x2x2 block to a 2x2x3 on the R side. This in combination with step 3 should leave an F2L slot and all the edges oriented. (Use only <R, U> moves)<br />
*5- Insert the last F2L edge/corner pair (the orientation of the corner doesn't matter, allowing faster execution). (Use only <R, U> moves. 25 cases. Avg moves 7.5, rare worst case 12)<br />
*6- Perform CLS (24 algs (CLS: I/CLS: I(mirror)/OCLL). This orients the rest of the corners and leaves the edges oriented, skipping OLL)<br />
*7- Perform PLL. Done!<br />
<br />
Because of the nature of the method, I don't have any way of discovering the avg move count besides actually performing it myself multiple times, so I have no idea how efficient it is yet, but what I do know is that it is very intuitive until steps 6 and 7.<br />
<br />
The total alg count is 55. The combination of CLS and PLL has an avg move count of 22.3 (compared to the OLL/PLL avg move count of 21.5). Now the question is what the average moves are for steps 1-5. From what I've tested already, it seems not to be much more than what is already common for Cross+F2L or Petrus->F2L, though I'd like to test more, and see the possible situations.<br />
<br />
It really depends on if steps 2-4 require less moves on average than 3 F2L slots. If I were good at block building, I could probably find out. Step 2 should be quick (only two more edges than in Petrus), though steps 3 and 4 will likely take more.<br />
<br />
Block building and inspection are important aspects of this method.<br />
<br />
<br />
Statistical breakdown of moves required for step 5. (CoS = Chance of state, #oM = Number of moves)<br />
<br />
CoS #oM<br />
1/25 = 0 (done)<br />
2/25 = 3 (connected correctly on top)<br />
2/25 = 4<br />
<br />
1/25 = 7 (disconnected left)<br />
3/25 = 8<br />
<br />
1/25 = 7 (disconnected right)<br />
3/25 = 8<br />
<br />
1/25 = 7 (edge in, corner on top)<br />
3/25 = 8<br />
<br />
1/25 = 7 (corner in, edge on top)<br />
3/25 = 8<br />
<br />
2/25 = 11 (connected incorrectly on top)<br />
2/25 = 12</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24942BLL2014-10-28T14:42:53Z<p>Danegraphics: /* Method Description */</p>
<hr />
<div>{{Substep Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
|previous=[[F2L cube state]]<br />
|next=[[Solved cube state]]<br />
}}<br />
<br />
'''BLL''' (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with with a method that orients the LL edges ([[ZZ]], others), it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL. But in combination with a method that orients the LL edges, this method can be modified to have a 39 algorithm 2LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
===The beginner method===<br />
<br />
'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
===The 4LLL method===<br />
<br />
'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
===The 3LLL method===<br />
<br />
'''The 3LLL method''' combines the two edge steps into 1 step that uses only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
===The 2LLL method===<br />
<br />
'''For a 2LLL''' the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs. This brings the average move count down to ~19.5, which is 2 moves less than OLL/PLL.<br />
<br />
==The Algorithms==<br />
The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]<br />
<br />
[[Category:3x3x3 last layer methods]]<br />
[[Category:3x3x3 last layer substeps]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=Finger_tricks&diff=24359Finger tricks2014-08-07T13:20:15Z<p>Danegraphics: /* Tutorials/Development */</p>
<hr />
<div>Finger tricks are a tool that involves the cuber using his fingers to pull off the moves of an [[algorithm]] faster. The goal is to reduce the number of times the cube needs to be regripped (to take one's hand off of a side to change the position of the hand on the cube for future moves), and to overlap move times (meaning that two moves are being performed at that same time, overlapping and thus shortening their execution time). The less regrips, and the more overlapped moves, the faster the algorithm can be performed. This turning method is used as opposed to what are commonly called "wrist turns", which mean that the side is turned with the rotation of the wrist instead of the flick, push, or pull of a finger.<br />
<br />
Finger tricks also influence which algorithms are chosen for certain solution cases because certain algorithms may be easier or faster to perform with finger tricks than others. Because of this, the ability (or inability) to do finger tricks greatly influences a cuber's style as well as speed ([http://uncletyson.wordpress.com/2010/12/07/my-golden-time-with-rubiks-cube/ as testified to] by [[Dan Knights]]). Finger tricks are also the reason that corner cutting is considered an important quality of a good speedcube. It is because of corner cutting that moves are able to be overlapped with finger tricks.<br />
<br />
The most common algorithm connected with finger tricks is the [[sexy move]], R U R' U'. This is also a [[trigger]]. Some algorithms are chosen based on the number of easy to perform [[trigger]]s found in them. Other algorithms may be selected based on which sides they involve so that the finger tricks performed can be efficient, the most common combination of selected sides being R, U, and F (these algorithms are sometimes called "RUF" algs).<br />
<br />
Finger tricks can also be applied to other puzzles in the same manner.<br />
<br />
==Tutorials/Development==<br />
Finger trick tutorials are usually found on youtube. A list of a few beginner tutorials can be found [http://www.speedsolving.com/forum/showthread.php?5248-Help-thread-Finger-Tricks here].<br />
<br />
Even though finger tricking is a commonly used method for performing algorithms, it is recommended that a cuber that is learning to perform finger tricks discover his/her own method of performing the tricks that is both comfortable and efficient.<br />
<br />
Finger tricks can be developed by looking at combinations of moves and testing which turns can be more effectively turned with certain fingers, testing which grips allow for more efficient finger tricks, and trying to group moves together as much as possible in order to leave as little time as possible between moves or groups of moves (aka [[trigger]]s). The groups of moves found are usually performed in spurts with short regrips in between if necessary. If it is thought to be more efficient, the algorithms may be modified using reorientations and multi-layer turns (For example: The alg '''R U F'''' can be modified to '''R d R'''')<br />
<br />
Once a set of finger tricks has been developed for an algorithm, then it is recommended that the cuber frequently practice or drill the movement, first starting slowly to get into the habit of accurately performing the movement, then gradually increasing in speed to solidify the habit and shorten performance time. It is not recommended to just start pushing to do the finger tricks as fast as possible, especially in the beginning, because it leads to sloppy finger tricks and bad habits that are hard to break. If this has happened, then it is recommended that the cuber start slow again to make sure it is being performed accurately, then gradually build up speed again.<br />
<br />
==Notation==<br />
Due to the widespread use of finger tricks, many attempts have been made to create a method of notation in order to quickly communicate them (as opposed to verbose text descriptions or time heavy video uploads). Though, there has not been any general adoption made of any of the notations due to the impracticality of their methodologies and the unlikely-hood of most people taking the time to learn a notation. Of the attempts, there have been a few notable methods developed, one of which (shown below) was developed in collaboration in [http://www.speedsolving.com/forum/showthread.php?47995-Assumptive-Fingertrick-Notation this thread] on the speedcubing forums (Credit to DeeDubb, Kirjava, Dane Man, Lucas Garron, Hypocrism, and others).<br />
<br />
===DeeDubb (DW) Finger-trick Notation (for 3x3)===<br />
<br />
Notation is based on the description of three things.<br />
*The finger being used.<br />
*The piece of the puzzle being used.<br />
*The grip of the fingers on the cube.<br />
<br />
Anywhere that these things are not described in the algorithm, it is left to the solver to figure out (or assume) what to do (or what can be done) on his/her own. This method is only meant to highlight the parts of algorithms where one uses a unique or not so obvious finger trick to perform the moves.<br />
====The finger notation====<br />
Upper case is used to describe the right hand, and lower case is used to describe the left hand.<br />
<br />
*I - Index<br />
*T - Thumb<br />
*M - Middle<br />
*R - Ring<br />
*P - Pinkie<br />
*W - Wrist move (generally not needed)<br />
<br />
For example (M) means that the right middle finger is in use, while (i) means the left index finger is in use.<br />
<br />
====The piece notation====<br />
As described by DeeDubb, each corner of the side being turned is labelled with the numbers 1-4 in a clockwise fashion. The front face starting with the corner UFL, the U face beginning with UBL, the D face with DFL, R with UFR, L with UBL, and B with UBR.<br />
<br />
Ergo:<br />
On U:<br />
1 = UBL,<br />
2 = UBR,<br />
3 = UFR,<br />
4 = UFL<br />
<br />
On F:<br />
1 = UFL,<br />
2 = UFR,<br />
3 = DFR,<br />
4 = DFL<br />
<br />
...and so on...<br />
<br />
On slice moves, the numbers correspond with the edges "behind" the corners of the side with which it turns. For example M turns with the L side, and so it's edges will have the same numbers as the corresponding corners on the L face. S with the F face. E with the D face.<br />
<br />
<br />
Together, the finger and piece notation form the basic finger trick notation. It is written 'move(fingerPiece)'.<br />
<br />
*Example: '''U(I2)''' means that the right index finger performed the move U by sliding the UBR cubie to UFR.<br />
<br />
Two-turn moves such as F2 are described using two fingers and two pieces, and can use prime to indicate direction like so: '''F2'(T3,i1)'''<br />
<br />
====The grip notation====<br />
''(copied and editted from [http://www.speedsolving.com/forum/showthread.php?47995-Assumptive-Fingertrick-Notation&p=988804&viewfull=1#post988804 post] in thread)''<br />
Fingers will be labelled the same (upper-case = right, lower = left).<br />
All grip notations are written in curly brackets {...} and only when necessary to define a non-standard or non-intuitive grip.<br />
<br />
For basic grips:<br />
*TF - Right thumb on front, rest [of fingers] on back.<br />
*TU - Right thumb on up, rest [of fingers] on down.<br />
*TD - Right thumb on down, rest [of fingers] on up.<br />
*TB - Right thumb on back, rest [of fingers] on front (How the wrist is twisted depends on the direction of the following move)<br />
*TR, TL - You get the idea...<br />
<br />
For basic groups with left hand:<br />
tF, tU, tD, tB, tR, tL (same as right hand)<br />
<br />
Piece specific grips are separated by a dash (-). For consistency, corners use DeeDubb's number method for defining corners. The finger will grip on the side of the corner defined (e.g.: '''T-R1''' means that the right thumb is either on the top or front face of the 1 corner of the R side, depending on the rest of the grip and on moves).<br />
<br />
Edges are defined by the face letters (ex: '''M-BR, t-FL, t-FD,''' etc...).<br />
<br />
Center pieces are defined simply by the face letter ('''T-F''' is different than '''TF'''. '''TF''' is a basic grip, meaning it doesn't matter which piece is held. But '''T-F''' means the right thumb must be on the center piece).<br />
<br />
The grip defined on specific pieces is maintained until a regrip is defined, or a move/trick requires that it be broken. (ex: '''{M-UR} R U(M2)'''. This means that the defined grip is broken to perform U.)<br />
<br />
Where grip is not defined, a normal grip is assumed (As the cuber feels works for the algorithm).<br />
<br />
====Examples====<br />
*{tF, TD} R U(I2) R' U'(i1) (a full description of the basic [[sexy move]])<br />
*{t-F, m-B, T-R1, M-R2} (R2' D2 L2' U2)3 ([https://www.youtube.com/watch?v=gOkc4ZFw9NQ This])<br />
*{M-R4, T-R3} R2 U S'(I2) U2' S(I1) U R2 ([https://www.youtube.com/watch?v=J_738z7xYeM&feature=youtu.be&t=2m30s This])<br />
*{M-UL, T-UR} S2 D2 S2' {TD} R U R' U' D2(T2,r4) (Just to demonstrate certain part of the notation)<br />
<br />
==See Also==<br />
*[[Algorithm]]<br />
*[[Trigger]]<br />
*[[sexy move]]<br />
*[[3x3x3 notation]]<br />
*[http://www.speedsolving.com/forum/showthread.php?5248-Help-thread-Finger-Tricks Help thread Finger Tricks] (A thread for learning, sharing, and asking for help with finger tricks)<br />
*[http://www.speedsolving.com/forum/showthread.php?47995-Assumptive-Fingertrick-Notation Assumptive fingertrick notation] (Where the DW notation was developed)<br />
*[http://www.speedsolving.com/forum/showthread.php?44582-Finger-trick-notation Finger trick notation] (Where a few notations were proposed)</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24324User:Danegraphics2014-07-31T20:30:54Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
A good alternative is to perform the ZBLBL ''before'' performing CLS, as CLS already respects the edges, and you can use the already existing ZBLBL algs.<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.<br />
<br />
===Pet Rock===<br />
''The following is copied from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=999634&viewfull=1#post999634 this post.]''<br />
<br />
Well, I was thinking, and a very interesting method came to mind. It reduces the cube to <R, U, F2>, and solves the cube from there. Because it begins very similar to Petrus, I'd like to call it Pet rock. Here's the idea.<br />
<br />
*1- Solve the 2x2x2 block in the BDL corner.<br />
*2- Orient the edges relative to <R, U, L, D>. The freedom of having a third side to turn without restriction should make this simpler to perform.<br />
*3- Extend from the original the 2x2x2 block to a 2x2x3 on the F side. This is done only using <R, U, F2>. With practice, this could become very efficient.<br />
*4- Extend from the original 2x2x2 block to a 2x2x3 on the R side. This in combination with step 3 should leave an F2L slot and all the edges oriented. (Use only <R, U> moves)<br />
*5- Insert the last F2L edge/corner pair (the orientation of the corner doesn't matter, allowing faster execution). (Use only <R, U> moves. 25 cases. Avg moves 7.5, rare worst case 12)<br />
*6- Perform CLS (24 algs (CLS: I/CLS: I(mirror)/OCLL). This orients the rest of the corners and leaves the edges oriented, skipping OLL)<br />
*7- Perform PLL. Done!<br />
<br />
Because of the nature of the method, I don't have any way of discovering the avg move count besides actually performing it myself multiple times, so I have no idea how efficient it is yet, but what I do know is that it is very intuitive until steps 6 and 7.<br />
<br />
The total alg count is 55. The combination of CLS and PLL has an avg move count of 22.3 (compared to the OLL/PLL avg move count of 21.5). Now the question is what the average moves are for steps 1-5. From what I've tested already, it seems not to be much more than what is already common for Cross+F2L or Petrus->F2L, though I'd like to test more, and see the possible situations.<br />
<br />
It really depends on if steps 2-4 require less moves on average than 3 F2L slots. If I were good at block building, I could probably find out. Step 2 should be quick (only two more edges than in Petrus), though steps 3 and 4 will likely take more.<br />
<br />
Block building and inspection are important aspects of this method.<br />
<br />
<br />
Statistical breakdown of moves required for step 5. (CoS = Chance of state, #oM = Number of moves)<br />
<br />
CoS #oM<br />
1/25 = 0 (done)<br />
2/25 = 3 (connected correctly on top)<br />
2/25 = 4<br />
<br />
1/25 = 7 (disconnected left)<br />
3/25 = 8<br />
<br />
1/25 = 7 (disconnected right)<br />
3/25 = 8<br />
<br />
1/25 = 7 (edge in, corner on top)<br />
3/25 = 8<br />
<br />
1/25 = 7 (corner in, edge on top)<br />
3/25 = 8<br />
<br />
2/25 = 11 (connected incorrectly on top)<br />
2/25 = 12</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=List_of_mobile_cubing_software&diff=24323List of mobile cubing software2014-07-31T17:37:18Z<p>Danegraphics: </p>
<hr />
<div>Standalone or web-based software for handheld devices.<br />
<br />
== Timers ==<br />
* [http://cube.danrcohen.com/iiTimer iiTimer] - Timer for iPhone, iPod and iPad inspired by qqTimer [http://www.speedsolving.com/forum/showthread.php?t=21744 Thread]<br />
* [https://itunes.apple.com/us/app/sc-timer-pro/id415570402?mt=8 Speedcube Timer Pro] - Timer for iPhone, iPod and iPad<br />
* [http://itunes.apple.com/nz/app/cubetimer/id453618840?mt=8 CubeTimer] - Timer for iPhone, iPod Touch, and iPad [http://www.speedsolving.com/forum/showthread.php?31321-CubeTimer-iOS-speedcubing-timer Thread]<br />
* [http://thesixsides.com/apps/FiveTimer/index.php FiveTimer] - Compact timer for iPhone and iPod Touch<br />
* [https://market.android.com/details?id=com.jgouly.jjtimer jjTimer] - Android timer by Joey Gouly<br />
* [https://market.android.com/details?id=com.jjtimer&feature=search_result JustInTime] - Android timer by Justin Jaffray<br />
* [http://www.speedsolving.com/forum/showthread.php?t=18437 Windows Mobile Scrambler/Timer] - (Compatible with Windows Mobile 6.0 - 6.5.x) by Carson<br />
* [http://fl0g.wordpress.com/2008/07/06/java-me-a-mobile-rubiks-cube-timer Java ME] - a mobile Java based timer [http://www.speedsolving.com/forum/showthread.php?t=4481 Thread]<br />
* [http://www.brothersoft.com/games/red-crab-cube-timer.html Red Crab Cube Timer]<br />
* [http://www.speedsolving.com/forum/showthread.php?t=18296 Dshoe's Cube Timer]<br />
* [http://code.google.com/p/cubem Cubem] a mobile java scrambler/timer<br />
* [http://droid-appz.com SpeedCube Timer] - For Android. Not the same developer as Speedcube Timer for iOS.<br />
* [http://www.ctimer.co.uk/wee weeTimer] - web-based timer, optimised for handheld devices [http://www.speedsolving.com/forum/showthread.php?t=22121 Thread].<br />
* [http://itunes.apple.com/hk/app/chaotimer-professional-cube/id537516001?mt=8 ChaoTimer]<br />
<br />
== Scramblers ==<br />
* [http://thesixsides.com/apps/ScrambleMe/index.php ScrambeMe] - Scramblers for 2x2-5x5 (iOS)<br />
<br />
== See Also ==<br />
* [[PC Software]]<br />
* [[Web-based Software]]<br />
<br />
== External Links ==<br />
Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=18063 Cube Apps for Smart Phones]<br />
<br />
[[Category:Software]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=List_of_mobile_cubing_software&diff=24322List of mobile cubing software2014-07-31T17:37:07Z<p>Danegraphics: </p>
<hr />
<div>Standalone or web-based software for handheld devices.<br />
<br />
== Timers ==<br />
* [http://cube.danrcohen.com/iiTimer iiTimer] - Timer for iPhone, iPod and iPad inspired by qqTimer [http://www.speedsolving.com/forum/showthread.php?t=21744 Thread]<br />
* [https://itunes.apple.com/us/app/sc-timer-pro/id415570402?mt=8 Speedcube Timer Pro] - Timer for iPhone, iPod and iPad<br />
* [http://itunes.apple.com/nz/app/cubetimer/id453618840?mt=8 CubeTimer] - Timer for iPhone, iPod Touch, and iPad [http://www.speedsolving.com/forum/showthread.php?31321-CubeTimer-iOS-speedcubing-timer Thread]<br />
* [http://thesixsides.com/apps/FiveTimer/index.php FiveTimer] - Compact timer for iPhone and iPod Touch<br />
* [https://market.android.com/details?id=com.jgouly.jjtimer jjTimer] - Android timer by Joey Gouly<br />
* [https://market.android.com/details?id=com.jjtimer&feature=search_result JustInTime] - Android timer by Justin Jaffray<br />
* [http://www.speedsolving.com/forum/showthread.php?t=18437 Windows Mobile Scrambler/Timer] - (Compatible with Windows Mobile 6.0 - 6.5.x) by Carson<br />
* [http://fl0g.wordpress.com/2008/07/06/java-me-a-mobile-rubiks-cube-timer Java ME] - a mobile Java based timer [http://www.speedsolving.com/forum/showthread.php?t=4481 Thread]<br />
* [http://www.brothersoft.com/games/red-crab-cube-timer.html Red Crab Cube Timer]<br />
* [http://www.speedsolving.com/forum/showthread.php?t=18296 Dshoe's Cube Timer]<br />
* [http://code.google.com/p/cubem Cubem] a mobile java scrambler/timer<br />
* [http://droid-appz.com SpeedCube Timer] - For Android. Not the same developer as Speedcube timer for iOS.<br />
* [http://www.ctimer.co.uk/wee weeTimer] - web-based timer, optimised for handheld devices [http://www.speedsolving.com/forum/showthread.php?t=22121 Thread].<br />
* [http://itunes.apple.com/hk/app/chaotimer-professional-cube/id537516001?mt=8 ChaoTimer]<br />
<br />
== Scramblers ==<br />
* [http://thesixsides.com/apps/ScrambleMe/index.php ScrambeMe] - Scramblers for 2x2-5x5 (iOS)<br />
<br />
== See Also ==<br />
* [[PC Software]]<br />
* [[Web-based Software]]<br />
<br />
== External Links ==<br />
Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=18063 Cube Apps for Smart Phones]<br />
<br />
[[Category:Software]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=List_of_mobile_cubing_software&diff=24321List of mobile cubing software2014-07-31T17:36:38Z<p>Danegraphics: </p>
<hr />
<div>Standalone or web-based software for handheld devices.<br />
<br />
== Timers ==<br />
* [http://cube.danrcohen.com/iiTimer iiTimer] - Timer for iPhone, iPod and iPad inspired by qqTimer [http://www.speedsolving.com/forum/showthread.php?t=21744 Thread]<br />
* [https://itunes.apple.com/us/app/sc-timer-pro/id415570402?mt=8 Speedcube Timer Pro] - Timer for iPhone, iPod and iPad<br />
* [http://itunes.apple.com/nz/app/cubetimer/id453618840?mt=8 CubeTimer] - Timer for iPhone, iPod Touch, and iPad [http://www.speedsolving.com/forum/showthread.php?31321-CubeTimer-iOS-speedcubing-timer Thread]<br />
* [http://thesixsides.com/apps/FiveTimer/index.php FiveTimer] - Compact timer for iPhone and iPod Touch<br />
* [https://market.android.com/details?id=com.jgouly.jjtimer jjTimer] - Android timer by Joey Gouly<br />
* [https://market.android.com/details?id=com.jjtimer&feature=search_result JustInTime] - Android timer by Justin Jaffray<br />
* [http://www.speedsolving.com/forum/showthread.php?t=18437 Windows Mobile Scrambler/Timer] - (Compatible with Windows Mobile 6.0 - 6.5.x) by Carson<br />
* [http://fl0g.wordpress.com/2008/07/06/java-me-a-mobile-rubiks-cube-timer Java ME] - a mobile Java based timer [http://www.speedsolving.com/forum/showthread.php?t=4481 Thread]<br />
* [http://www.brothersoft.com/games/red-crab-cube-timer.html Red Crab Cube Timer]<br />
* [http://www.speedsolving.com/forum/showthread.php?t=18296 Dshoe's Cube Timer]<br />
* [http://code.google.com/p/cubem Cubem] a mobile java scrambler/timer<br />
* [http://droid-appz.com SpeedCube Timer (for Android. Not the same developer as Speedcube timer for iOS)]<br />
* [http://www.ctimer.co.uk/wee weeTimer] - web-based timer, optimised for handheld devices [http://www.speedsolving.com/forum/showthread.php?t=22121 Thread].<br />
* [http://itunes.apple.com/hk/app/chaotimer-professional-cube/id537516001?mt=8 ChaoTimer]<br />
<br />
== Scramblers ==<br />
* [http://thesixsides.com/apps/ScrambleMe/index.php ScrambeMe] - Scramblers for 2x2-5x5 (iOS)<br />
<br />
== See Also ==<br />
* [[PC Software]]<br />
* [[Web-based Software]]<br />
<br />
== External Links ==<br />
Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=18063 Cube Apps for Smart Phones]<br />
<br />
[[Category:Software]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24291User:Danegraphics2014-07-21T15:01:13Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
A good alternative is to perform the ZBLBL ''before'' performing CLS, as CLS already respects the edges, and you can use the already existing ZBLBL algs.<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24290User:Danegraphics2014-07-21T14:58:41Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
An alternative is to perform the ZBLBL ''before'' performing CLS, as CLS already respects the edges, and you can use the already existing ZBLBL algs.<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=Template:Puzzle_Infobox&diff=24289Template:Puzzle Infobox2014-07-21T14:33:16Z<p>Danegraphics: </p>
<hr />
<div>{| border="1" style="float: right; border-collapse:collapse; width: 22em; font-size: 90%; margin: 0 0 10px 10px;"<br />
|<br />
{| border="0" cellpadding="3" bgcolor="#F0F0F0" cellspacing="2" style="color:black; text-align:center; width: 100%"<br />
|-<br />
| bgcolor="#D0DFEE" colspan="2" style="font-size: 125%;" | '''{{{NAME}}}'''<br />
|-<br />
| colspan="2" style="font-size:90%;"| [[Image:{{{IMAGE}}}|200px|]]<br> {{{NAME}}} into a solved position<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Alternative names:'''<br />
| align="left" | {{{ALTERNATIVENAMES}}}<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Shape:'''<br />
| align="left" | [[{{{SHAPE}}}]]<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Internal Mechanism:'''<br />
| align="left" | [[{{{MECHANISM}}}]]<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Inventor:'''<br />
| align="left" | [[{{{INVENTOR}}}]]<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Year:'''<br />
| align="left" | {{{YEAR}}}<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Produced by:'''<br />
| align="left" | [[{{{COMPANIES}}}]]<br />
|-<br />
| bgcolor="#F0F0F0" align="right" | '''Time for a solve:'''<br />
| align="left" | {{{TIME}}}<br />
|}<br />
|}</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24260User:Danegraphics2014-07-17T16:09:45Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24259User:Danegraphics2014-07-17T16:09:30Z<p>Danegraphics: /* Diaper Method */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24258User:Danegraphics2014-07-17T16:08:57Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
===ZBLBL===<br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24257User:Danegraphics2014-07-17T16:08:19Z<p>Danegraphics: /* Diaper Method/ZBLBL */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===ZBLBL===<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=Summer_Variation&diff=24256Summer Variation2014-07-17T15:54:51Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=Summer Variation<br />
|image=<br />
|proposers=<br />
|year=<br />
|anames<br />
|variants<br />
|steps=<br />
|algs=54 (27 excluding mirrors)<br />
|moves=<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
'''Summer Variation''' is the 3x3x3 subset for orienting the last layer corners while solving the R U R' case for the F2L last slot. This set of algorithms could be learned as an addition to [[Winter Variation]].<br />
<br />
==Identification==<br />
It can be hard to distinguish between different Winter/Summer cases. They all look very similar. One way to identify each individual case when you are learning is to assign a number to each corner and remember which string of numbers corresponds to which algorithm. This is slow when starting, but eventually you wont think of the numbers anymore. The three number string in front of each algorithm refers to UFR, UBR,and UBL respectively, for winter variation and UBR,UBL, and UFL respectively for summer variation. The s and w after the three numbers means it is either summer or winter variation. A zero means that corner is correctly oriented, a 1 means one turn CCW and a 2 means one turn CW.<br />
<br />
For example, after doing (R U R') we get case 100w. The first corner is turned CCW, 1, the other two are correctly oriented, 0 and 0, and it is a winter variation case. Another example, after doing (R U R' U R U R') we get case 012s. the first corner, in UBR, is correctly oriented, 0, the second is turned CCW, 1, and the last one is turned CW, 2, and it is a summer variation case. Conversely, a third example, case 102s means this is a summer variation, the "s" after it, and the first corner, in UBR, is turned CCW, the second, in UBL, is oriented, and the third in UFL is turned CW.<br />
<br />
==Algorithms==<br />
This set of algorithms maintains edge orientation, so they can be helpful when using methods such as [[Petrus]] or [[ZZ]] which already have the edges oriented on the [[LL]].<br />
<br />
+++++++++++++++++++++++++++++++++++++++++++++++++++++++ <br />
<br />
000s (L' U2) (R U R') (U2 L) (U' R U R')<br />
<br />
001s (RUR') (L U' R' U L' U' R)<br />
<br />
002s (M x) D (L U L') D' (M' x')<br />
<br />
010s U2 (R L) (U'R')(U L')<br />
<br />
011s l F (U' R' D R U R') D' x<br />
<br />
012s (RU'R'U'RU'R') <br />
<br />
020s (RUR')<br />
<br />
021s U2 Mx (D' F2 D) M'X'<br />
<br />
022s F2 (r' U'r) F2 (r'U r) (R U R') <br />
<br />
+++++++++++++++++++++++++++++++++++++++++++++++++++++++ <br />
<br />
100s (RUR') U' (R U R'U R U2 R')<br />
<br />
101s xM (UR'U'L) <br />
<br />
102s U R2 (L' U' L) U' F2 (R' F2) (U2 R2) <br />
<br />
110s U2 (L U L' U') (F2 L F2 L2) <br />
<br />
111s U2 R (L U') R2 (U L' U' R) <br />
<br />
112s (R U2) (R' U R U')(R'U R U)(U R') <br />
<br />
120s (R U' R)(D R' U2) (R D' R2) <br />
<br />
121s (R U R) (R U2 R U R' U R) <br />
<br />
122s (R U2 R)(D R' U' R D' R2) <br />
<br />
+++++++++++++++++++++++++++++++++++++++++++++++++++++++ <br />
<br />
200s (l F) (U L U'R' U L U') x <br />
<br />
201s (R U'R'U'R U R' U'R U' R') <br />
<br />
202s (R U' R2 U' R2 U' R2 U2 R) <br />
<br />
210s (R U) (R2 U' R U' R' U2 R) <br />
<br />
211s (R U' R' U' R U2 R2 U'R2 U'R2 U2 R) <br />
<br />
212s (R U R') U (R' U' R U' R' U2 R) <br />
<br />
220s (l F l2) (U' L'U R U' L U) x' <br />
<br />
221s (U' R U) R (D R' U) (R D' R2) <br />
<br />
222s (R' U r B'l RU R'L' <br />
<br />
+++++++++++++++++++++++++++++++++++++++++++++++++++++++<br />
<br />
<br />
== See also ==<br />
* [[Advanced F2L]]<br />
* [[Winter Variation]]<br />
* [[ZZ]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=8820 COLS/"Summer Variation"/set of algs without a name]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=Winter_Variation&diff=24255Winter Variation2014-07-17T15:53:04Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=WV<br />
|image=winter_variation.gif<br />
|proposers=Lucas Winter<br />
|year=2005<br />
|anames<br />
|variants<br />
|steps=1 substep<br />
|algs=54 (27 excluding mirrors)<br />
|moves=8.07<br />
|purpose=<sup></sup><br />
* [[Speedsolving]]<br />
}}<br />
<br />
'''Winter Variation''', abbreviated as '''WV''', is a system for orienting the [[Last Layer|last layer]] corners during insertion of the final [[F2L]] slot. It is generally used in conjunction with methods in which the last layer edges are already oriented before insertion of the final F2L block, such as [[ZZ]] or [[Petrus]]. <br />
<br />
'''WV may only be used in last slot cases where the final corner-edge pair are already connected''' in the U-Layer. In the R U R' case Summer Variation can be applied. After using WV, all the pieces will be correctly oriented in the last layer, and the solver must use [[PLL]] algorithms to correctly position them.<br />
<br />
There are 27 Winter Variation algorithms total, one for each configuration of corner orientations. WV cases are set up so there is a corner-edge pair in the top layer to be placed in the final slot. Recognition of cases is typically done by looking at 3 of the corners in the top layer (the last corner's orientation is always dependent on the other 3). Since the last slot can potentially be in 1 of 4 positions, the solver must readily be able to recognize mirror cases and apply mirror algorithms in order to use WV.<br />
<br />
The benefit to learning WV is that the solver uses fewer moves than directly placing the final c/e pair and using standard [[OCLL]] algorithms. The average move count for optimal WV algorithms is 8.07. In addition, PLL algorithms are generally well known, since PLL is the last step of the popular [[Fridrich]] method.<br />
<br />
The original description and rationale for this variation can be seen in the yahoo speedsolvingrubikscube group [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/14346 here].<br />
<br />
== See also ==<br />
* [[Partial Corner Control]]<br />
* [[Summer Variation]]<br />
* [[ZZ-blah]]<br />
* [[CLS]]<br />
* [[EJLS]]<br />
* [[Advanced F2L]]<br />
<br />
== External links ==<br />
* [http://games.groups.yahoo.com/group/speedsolvingrubikscube/message/14346 A variation on the Petrus Method] - initial proposal of the method<br />
* [http://pagesperso-orange.fr/absolutemind/f2ll-angl.htm Sebastien Felix's WV Page]<br />
* [http://web.mac.com/teisenmann/Tripod/winter.html Jack Eisenmann's WV Page]<br />
* [http://dragoncube.org/vh_f2l.html Dragon Cube WV Page]<br />
* YouTube: [http://www.youtube.com/watch?v=V2uIqju7ZJo F2LL Winter Variation]<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=14096 F2LL winter variation, is it worth learning?]<br />
<br />
[[Category:3x3x3 last slot substeps]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24254User:Danegraphics2014-07-17T15:31:46Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24253User:Danegraphics2014-07-17T15:31:29Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
<br />
*5-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*6-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24252User:Danegraphics2014-07-17T15:31:02Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
---<br />
*3-Insert the fourth pair (edge and corner) without worrying about the orientation of it's corner. (EUOC)<br />
*4-Perform CLS ([http://cube.garron.us/MGLS/index.htm 24 algs: CLS:I (and mirror) + OCLL])<br />
--or--<br />
*3-Insert the corner of the fourth pair, not worrying about it's edge.<br />
*4-Insert the edge of the fourth pair using the second step of JJLS [http://johnstoncubing.webs.com/jjlsstep2f2ledgeco.htm here]. (34 algs)<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+EUOC(~5)+CLS(~10.5)+ZBLBL(~8.5) +PLL(11.8) = '''53.2 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+C4P(~4)+JJLS2(~10)+ZBLBL(~8.5)+ PLL(11.8) = '''51.7 HTM'''<br />
<br />
The number of moves isn't reduced, though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; CLS/ZBLBL/PLL = '''66''' algs; JJLS2/ZBLBL/PLL = '''76''' algs)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corners of the third and fourth pairs to prepare for further algorithms, and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24251User:Danegraphics2014-07-17T14:15:55Z<p>Danegraphics: /* Diaper Method/ZBLBL */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
*1-Solve the cross, just as any other cross based method.<br />
*2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
*3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
*4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
*5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
*1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
*2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
*3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
*3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = '''45.77 HTM'''<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; WV/ZBLBL/PLL = '''69''')<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24250User:Danegraphics2014-07-17T13:40:43Z<p>Danegraphics: /* Diaper Method/ZBLBL */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:Visualcube.gif]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
*3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = '''45.77 HTM'''<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; WV/ZBLBL/PLL = '''69''')<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=File:Visualcube.gif&diff=24249File:Visualcube.gif2014-07-17T13:40:18Z<p>Danegraphics: </p>
<hr />
<div></div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24248User:Danegraphics2014-07-17T13:39:36Z<p>Danegraphics: /* Diaper Method/ZBLBL */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
''This was meant to be more serious''<br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
*3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = '''45.77 HTM'''<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; WV/ZBLBL/PLL = '''69''')<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24247User:Danegraphics2014-07-17T13:38:58Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than it is practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
*3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = '''45.77 HTM'''<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; WV/ZBLBL/PLL = '''69''')<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24246User:Danegraphics2014-07-17T13:38:49Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions. More of his cubing time is dedicated to discovering and proposing new and different solving methods than practicing to be faster.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
*3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = '''45.77 HTM'''<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; WV/ZBLBL/PLL = '''69''')<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24245User:Danegraphics2014-07-17T13:36:20Z<p>Danegraphics: /* Skipper F2L (SF2L) */</p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
'''Skipper F2L (SF2L)'''<br />
<br />
*1-While performing F2L, one inserts the first two pairs normally.<br />
*2-Insert the corner of the third pair, not worrying about it's edge.<br />
*3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
*4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
*5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
*avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = '''48.3 HTM'''<br />
*avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = '''45.77 HTM'''<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = '''78''' algs; WV/ZBLBL/PLL = '''69''')<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing and even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24244User:Danegraphics2014-07-17T13:34:11Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.<br />
<br />
===Skipper F2L (SF2L)===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=998553&viewfull=1#post998553 his thread post here]''<br />
<br />
Skipper F2L (SF2L)<br />
<br />
1-While performing F2L, one inserts the first two pairs normally.<br />
2-Insert the corner of the third pair, not worrying about it's edge.<br />
3-Insert the fourth pair using [[WV|Winter Variation]] (27 algs).<br />
4-Insert the edge of the third pair using ZBLBL algs (Modified to respect corner orientation, 21 algs. I'm still working on making these to see the avg moves.)<br />
5-You are now left with a [[1LLL]], being just [[PLL]] (21 algs).<br />
<br />
Comparing to the standard Fridrich(CFOP) OLL/PLL:<br />
avg moves: F2L(6.7*4)+OLL(9.7)+PLL(11.8) = 48.3 HTM<br />
avg moves: F2L(6.7*2)+C3P(~4)+WV(8.07)+ZBLBL(~8.5)+PLL(11.8) = 45.77 HTM<br />
<br />
So the number of moves isn't reduced a great amount if at all (I need to make the ZBLBL algs to be sure), though, the algorithm count is reduced a little more. (OLL/PLL = 78 algs; WV/ZBLBL/PLL = 69)<br />
<br />
The executional downsides to this method is the added recognition of inserting the corner of the third pair to prepare for WV (which should actually be very quick, and thus of little consequence), and the standard look-ahead of the last two F2L pairs becomes increasingly complex (not too much though, it just adds looking for 4 piece orientations per pair). The learning con is that it is quite unorthodox, and a good step out of the way of OLL because it replaces it entirely. Other than that, I see this method as being very effective, holding a lot of potential when it comes speed cubing even (perhaps especially) FMC.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24243User:Danegraphics2014-07-17T13:31:22Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' <br />
<br />
This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24242User:Danegraphics2014-07-17T13:30:59Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
'''Diaper Method'''.<br />
<br />
''This method was meant to be more silly than serious.''<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
<br />
<br />
'''ZBLBL''' -This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=User:Danegraphics&diff=24241User:Danegraphics2014-07-17T13:28:48Z<p>Danegraphics: </p>
<hr />
<div>Steven Mortensen, also known as '''Dane man''' on the forums. Known for the creation of [[BLL]] and collaborating the organization of a [[finger tricks#Notation|Finger trick notation]].<br />
<br />
When it comes to cubing, he isn't into speed as much as he is into the novelty of elegant and intuitive solutions.<br />
<br />
Prefers to be happy.<br />
<br />
Sometimes writes in the third person to sound more official.<br />
<br />
==Methods Proposed==<br />
===BLL===<br />
[[BLL]] was developed over time as his standard method of solving the cube, which he uses to this day. It can be read about and understood on the [[BLL]] page or on the forums ([http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Thread])<br />
<br />
===Diaper Method/ZBLBL===<br />
''The following is copied directly from [http://www.speedsolving.com/forum/showthread.php?40975-The-New-Method-Substep-Concept-Idea-Thread&p=995657&viewfull=1#post995657 his post here].''<br />
<br />
Here I will be introducing two ideas for methods. The first is silly and experimental, the second is a more efficient version and has potential for high speeds.<br />
<br />
I had a thought. It's not meant to be a super speedy method, and certainly isn't as fast as the main speed methods, but it can get close. In fact, I just came up with it for the name's sake, just to be fun. Try it out.<br />
<br />
I call it the '''Diaper Method'''.<br />
<br />
[[File:http://www.speedsolving.com/wiki/extensions/algdb/vcube/visualcube.php?fmt=gif&fc=ddddddddddddgggdgddddrrrdrd]]<br />
<br />
1-Solve the cross, just as any other cross based method.<br />
2-Solve the middle layer edges while simultaneously placing all of the first layer corners into the last layer. This makes the diaper shape on each side. (0-8 moves per edge HTM)<br />
3-Place the first three corners in the first layer. (avg 7 moves HTM).<br />
4-The last corner will be placed while simultaneously orienting the last layer edges. (24 algs, 14 excluding mirrors. Has an average of 9 moves HTM. The smallest of these algs are used in step 3.)<br />
5-LL as desired starting with already oriented edges.<br />
<br />
While it doubles the moves for the F2L to be completed, it also orients the LL edges, allowing for the interesting variations of the LL with edges oriented.<br />
<br />
The benefits of this algorithm are that you get the same effect as ZB, but with much fewer algorithms. The cons are that it is complicated and tricky to learn. Not only that, but compared to ZZ, there are algorithms to learn to finish the F2L with the LL edges oriented. Really, not a speed method. Just a fun experimental one.<br />
<br />
Algorithms for step 2 are intuitive. Like Fridrich F2L, except half the corners are acceptable and in any orientation.<br />
<br />
Algorithms for steps 3 and 4 can be found as a subset of ZBLS (aka ZBF2L). They are only the first eight of each page:<br />
1- First eight of [http://www.cubezone.be/insertC1.html these].<br />
2- First eight of [http://www.cubezone.be/insertC2.html these].<br />
3- First eight of [http://www.cubezone.be/insertC3.html these].<br />
Making 24 in total.<br />
<br />
----<br />
'''ZBLBL''' -This method is more efficient than the Diaper Method, modifying the LBL by inserting the last middle edge while simultaneously orienting the LL edges (only 21 algorithms, with avg of 8 moves HTM). It is also much easier to find and insert the first layer corners, than to insert middle edges while separating corners as in step 2 of the Diaper Method. The algorithms for ZBLBL are found [http://www.cubezone.be/insertE1.html here] and [http://www.cubezone.be/conF2L1.html here]. I recommend you try this method as well.<br />
<br />
OLL for these methods is reduced to 7 algorithms if you go that direction (OLL/PLL). Another variation of the LL that could be done (this I'm still developing the algorithms for as well) is where one permutes the edges while orienting the corners. This step has 42 algorithms, but the resulting PLL only needs 4 algs (H, Aa, Ab, E). Though recog for the first step is slightly tricky, it still works once learned.</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=LLEF&diff=24214LLEF2014-07-07T18:26:47Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=LLEF<br />
|image=LLEF.png<br />
|variants=[[ELL]], [[EOLL]], [[EPLL]]<br />
|steps=1<br />
|algs=15<br />
|moves=7.87 (Optimal [[HTM]])<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
:'''Last Layer Edges First'''<br />
The '''ELL''' <small>(Edges of the Last Layer)</small> that ignores corners is easier to solve, it uses both lesser moves and has lesser cases than what is the '[[ELL|normal ELL]]'. This variation is useful for a 2-look method that solves corners last (see [[L4C]]). But L4C is not in use for speed solving, this because of two reasons, it has twice the number of cases of [[CLL]] and the [[algorithm]]s that solves them are mostly long (the worst LL case of them all is in this group, it needs 16 turns optimally ([[HTM]])). Another backdraw is that recognition for solving the edges before the corners is not so easy. If you don't have a system for colour recognition you have to [[AUF]] to have a chance, sometimes even repeated AUFs.<br />
<br />
LLEF can also be useful for a [[3LLL]] method known as [[BLL]]. This method has a total of 24 algorithms and an average total of 27 moves.<br />
<br />
It can however be useful for [[FMC]]. LLEF has a low average optimal solution length of 7.87, while for the last four corners it is 11.73 (a half move more than optimal [[PLL]]). Both of these can however be lowered. One can quite often choose a inversion/mirror version of an alg to solve the same LLEF situation thus increasing one's chances of cancelling moves and/or getting a better corner case. [[Partial Edge Control|Partial edge control]] can also be used to avoid the cases with four flipped edges. The corners can in turn be solved more efficiently with inserted corner 3-cycles rather than at the very end of the solution.<br />
<br />
Solving ELL first is 15 cases from a group of totally 48, i.e. a skip of this step occures 1:48 times, skip to [[EP]] only occures 1:8 times and skip to pure [[EO]] occures 1:6 times.<br />
<br />
===See also===<br />
* [[ELL]]<br />
* [[FMC]]<br />
== External links ==<br />
<br />
* [http://www.ai.univ-paris8.fr/~bh/cube/ Bernard Helmstetter's LL algorithms]<br />
* [http://emsee.110mb.com/Speedcubing/ZZLL/No%20parity.html Michal Hordecki's algorithms for the last 4 corners]<br />
<br />
=Algorithms=<br />
{{Algnote}}<br />
<br />
The images have corners solved in darker colours, this works as a guide for those who don't know the colour sheme or is using something diffrent from this. For all other reasons you can ignore the corners.<br />
<br />
The first alg given for each case is the optimal solution in [[HTM|Half Turn Metric]].<br />
<br />
==All edges oriented (EP) ==<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
<br />
|-valign="top"<br />
|<br />
=== Adjacent swap (Sune) ===<br />
[[File:LLE OA.jpg]]<br />
<br />
{{Alg|(y') R' U2 R U R' U R}}<br />
<br />
|<br />
<br />
=== Opposite swap (T-PLL) ===<br />
[[File:LLE OO.jpg]]<br />
<br />
{{Alg|R' F R' u2 R F' R' u2 R2 F'}}<br />
{{Alg|R2 u R2 u' R2 y' R2 u' R2 u R2}}<br />
<br />
|}<br />
<br />
==Pure flips (EO) ==<br />
<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
<br />
|-valign="top"<br />
|<br />
=== 2-flip (Adjacent) ===<br />
[[File:LLE 2AP.jpg]]<br />
<br />
{{Alg|R' U' R2 B' R' B2 U' B'}}<br />
<br />
|<br />
<br />
=== 2-flip (Opposite) ===<br />
[[File:LLE 2OP.jpg]]<br />
<br />
{{Alg|(y) R B L' B L U B' U' R'}}<br />
<br />
|-valign="top"<br />
|<br />
<br />
=== 4-flip ===<br />
[[File:LLE 4P.jpg]]<br />
<br />
{{Alg|R2 L' B R' B L U2 L' B R' L}}<br />
<br />
|<br />
|}<br />
<br />
==Adjacent swap==<br />
<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
<br />
|-valign="top"<br />
|<br />
=== Adjacent RF ===<br />
[[File:LLE ASFR.jpg]]<br />
<br />
{{Alg|(y2) R2 L' B R' B R B2 R' B R' L}}<br />
<br />
|<br />
<br />
=== Adjacent FL ===<br />
[[File:LLE ASLF.jpg]]<br />
<br />
{{Alg|F U R U' R' F'}}<br />
<br />
|-valign="top"<br />
|<br />
<br />
=== Adjacent LB ===<br />
[[File:LLE ASBL.jpg]]<br />
<br />
{{Alg|(y) L' B' R B' R' B2 L}}<br />
{{Alg|r U R' U R U2 r' U'}}<br />
{{Alg|y r U2 R' U' R U' r' U}}<br />
{{Alg|M U M' U2 M U M' U'}}<br />
<br />
|<br />
<br />
=== Adjacent BR ===<br />
[[File:LLE ASRB.jpg]]<br />
<br />
{{Alg|(y') B' U' R' U R B}}<br />
<br />
|-valign="top"<br />
|<br />
<br />
=== Opposite RF ===<br />
[[File:LLE ASOF.jpg]]<br />
<br />
{{Alg|(y2) F R U R' U' F'}}<br />
{{Alg|r U L' U' r' U L U' (x) U}}<br />
<br />
|<br />
<br />
=== Opposite BR ===<br />
[[File:LLE ASOB.jpg]]<br />
<br />
{{Alg|F' L' U' L U F}}<br />
<br />
|-valign="top"<br />
|<br />
<br />
=== 4-flip (A4) ===<br />
[[File:LLE AS4.jpg]]<br />
<br />
{{Alg|(y') B L U L' B' U2 B' R B R'}}<br />
<br />
|<br />
|}<br />
<br />
==Opposite swap==<br />
<br />
{|border="0" width="100%" valign="top" cellpadding="3"<br />
<br />
|-valign="top"<br />
|<br />
=== Adjacent (OA) ===<br />
[[File:LLE OSA.jpg]]<br />
<br />
{{Alg|(y2) B' R' U R B L U' L'}}<br />
<br />
|<br />
<br />
=== Opposite (OO) ===<br />
[[File:LLE OSO.jpg]]<br />
<br />
{{Alg|B' R' U R B L' B L B2 U B}}<br />
<br />
|-valign="top"<br />
|<br />
<br />
=== 4-flip (O4) ===<br />
[[File:LLE OS4.jpg]]<br />
<br />
{{Alg|R B' R' B U B2 L' B' L U' B'}}<br />
<br />
|<br />
|}<br />
<br />
<br />
[[Category:Acronyms]]<br />
[[Category:3x3x3 last layer substeps]]<br />
[[Category:Algorithms]]<br />
<br />
__NOTOC__</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24213BLL2014-07-07T18:22:10Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with with a method that orients the LL edges ([[ZZ]], others), it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL. But in combination with a method that orients the LL edges, this method can be modified to have a 39 algorithm 2LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
'''-The beginner method-''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
'''-The 4LLL method-''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
'''-The 3LLL method-''' combines the two edge steps into 1 step that uses only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
'''-For a 2LLL-''' the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
<br />
==The Algorithms==<br />
The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]<br />
<br />
[[Category:3x3x3 last layer methods]]<br />
[[Category:3x3x3_last_layer_substeps]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24212BLL2014-07-07T18:16:35Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with with a method that orients the LL edges ([[ZZ]], others), it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL. But in combination with a method that orients the LL edges, this method can be modified to have a 39 algorithm 2LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
'''The 3LLL method''' combines the two edge steps into 1 step that uses only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
'''The algorithms''' given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
For a 2LLL version of this method, the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]<br />
<br />
[[Category:3x3x3 last layer methods]]<br />
[[Category:3x3x3_last_layer_substeps]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24211BLL2014-07-07T18:14:38Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with with a method that orients the LL edges ([[ZZ]], others), it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL. But in combination with a method that orients the LL edges, this method can be modified to have a 39 algorithm 2LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
'''The 3LLL method''' combines the two edge steps into 1-Look with only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
For a 2LLL version of this method, the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]<br />
<br />
[[Category:3x3x3 last layer methods]]<br />
[[Category:3x3x3_last_layer_substeps]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24210BLL2014-07-07T18:10:28Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with with a method that orients the LL edges ([[ZZ]], others), it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL. But in combination with a method that orients the LL edges, this method can be modified to have a 39 algorithm 2LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
'''The 3LLL method''' combines the two edge steps into 1-Look with only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
For a 2LLL version of this method, the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]<br />
<br />
[[Category:3x3x3 last layer methods]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=The_Ideal_Solution&diff=24168The Ideal Solution2014-06-30T15:55:50Z<p>Danegraphics: </p>
<hr />
<div>The Ideal Solution is the somewhat [[corners first]] solving method present originally by Ideal Toy Corp, the company responsible for producing the original Rubik's cube puzzle. The method is somewhat unorthodox, being that it solves the corners first of the first layer, then solves the first layer (or top according to the instructions), then it does the same with the Last layer (or bottom), and finally finishes by solving the 4 middle layer edges.<br />
<br />
A PDF of the original packet can be downloaded [http://www.mediafire.com/view/28vlkb912mk33at/Ideal_Solution.pdf here].</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=List_of_methods&diff=24167List of methods2014-06-30T15:49:16Z<p>Danegraphics: /* Table of methods by purpose */</p>
<hr />
<div>:For a category view, see ''[[:Category:Methods and substeps|Methods and substeps]]''<br />
<br />
== Table of methods by purpose ==<br />
<br />
The following is a table of methods (and their variants) for solving various twisty puzzles. Follow the links to read more about each method or the methods in the category.<br />
<br />
{| class="TablePager" style="padding:3px; border-spacing:0"<br />
!| Name<br />
!| Original Proposer(s)<br />
!| Variants<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 beginner methods|2x2 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| Waterman Last Layer<br />
|-<br />
| [http://www.speedsolving.com/wiki/index.php/Beginner_Guimond#Guimond_as_a_Beginner_Method Beginner Guimond]<br />
| [[Conrad Rider]]<br />
| <br />
|-<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:2x2x2 speedsolving methods|2x2 Speed]]'''<br />
|-<br />
| [[CLL]]<br />
| Various<br />
| <br />
|-<br />
| [[NMCLL]]<br />
| [[Gilles Roux]], [http://www.speedsolving.com/wiki/index.php/User:Athefre James Straughan]<br />
| <br />
|-<br />
| [[EG]]<br />
| [[Erik Akkersdijk]], [[Gunnar Krig]]<br />
| <br />
|-<br />
| [[Guimond]]<br />
| [[Gaétan Guimond]]<br />
| <br />
|-<br />
| [[Ortega]]<br />
| [[Victor Ortega]],<br/>[[Josef Jelinek]]<br />
| <br />
|-<br />
| [[SS]]<br />
| [[Mitchell Stern]], [[Timothy Sun]]<br />
|<br />
|-<br />
| [[OFOTA]]<br />
| [[Erik Akkersdijk]]<br />
|<br />
|-<br />
| [[VOP]]<br />
| [[Kenneth Gustavsson]]<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 beginner methods|3x3 Beginner]]'''<br />
|-<br />
| [[LBL]]<br />
| <br />
| [[Keyhole]], [[XG]]<br />
|-<br />
| [[Corners First]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| "[[The Ideal Solution]]"<br />
| Ideal Toy Corp<br />
|<br />
|-<br />
| [[Edges First]]<br />
| <br />
| <br />
|-<br />
| [[Beginner Petrus]]<br />
| <br />
| <br />
|-<br />
| [[8355]]<br />
| [[Reheart Sheu]]<br />
| [[Sexy Method]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]'''<br />
|-<br />
| [[ZZ]]<br />
| [[Zbigniew Zborowski]]<br />
| [[ZZ-VH]], [[ZZ-a]], [[ZZ-b]], [[ZZ-d]],<br/>[[ZZ-WV]], [[MGLS| MGLS-Z]], [[ZZ-blah]], [[EJLS]], [[JTLE]]<br />
|-<br />
| [[Waterman]]<br />
| [[Marc Waterman]]<br />
| <br />
|-<br />
| [[Tripod]]<br />
| [[Michael Gottlieb]]<br />
|<br />
|-<br />
| [[L2L]]<br />
| [[Duncan Dicks]], [[Stachu Korick]]<br />
|<br />
|- <br />
| [[Hahn]]<br />
| [[Eric Hahn]]<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[:Category:SpeedBLD methods|SpeedBLD]]'''<br />
|-<br />
| [[CFOP]] (Fridrich)<br />
| [[Jessica Fridrich]],<br/>and others<br />
| [[CLL]]/[[ELL]], [[VH]], [[ZB]], [[MGLS| MGLS-F]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:3x3x3 speedsolving methods|3x3 Speed]]/[[Fewest Moves techniques|FMC]]'''<br />
|-<br />
| [[Petrus]]<br />
| [[Lars Petrus]] <br />
| [[JTLE]], [[EJLS]], [[MGLS| MGLS-P]]<br />
|-<br />
| [[Roux]]<br />
| [[Gilles Roux]]<br />
| <br />
|-<br />
| [[Heise]]<br />
| [[Ryan Heise]]<br />
| <br />
|-<br />
| [[Snyder]]<br />
| [[Anthony Snyder]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving Methods|3x3 BLD]]'''<br />
|-<br />
| [[3OP]]<br />
| [[John White]]?<br />
| <br />
|-<br />
| [[Old Pochmann]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[M2/R2]]<br />
| [[Stefan Pochmann]]<br />
| [[Deadalnix]] ([[M2]]),<br/>Freestyle for Dummies ([[R2]])<br />
|-<br />
| [[TuRBo]] <br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|<br />
|-<br />
| [[ZBLD]] <br />
| [[Chris Tran]]<br />
| ZBLD-2Cycle, ZBLD-3Cycle<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Experimental methods|Experimental]]'''<br />
|-<br />
| [[Human Thistlethwaite]]<br />
| [[Morwen Thistlethwaite]]<br/>[[Ryan Heise]]<br />
| <br />
|-<br />
| [[Belt]]<br />
| ??<br />
| <br />
|-<br />
| [[Salvia Method]]<br />
| [[David Salvia]]<br />
| <br />
|-<br />
| [[Triangular Francisco]]<br />
| [[Michael Gottlieb]]<br />
| <br />
|-<br />
| [[Orient First]]<br />
| [[Lars Nielsson]]<br />
| <br />
|-<br />
| [[E15 / E35]]<br />
| ??<br />
| <br />
|-<br />
| [[Zagorec method]]<br />
| [[Damjan Zagorec]]<br />
| <br />
|-<br />
| [[3CFCEP]]<br />
| ??<br />
| <br />
|-<br />
| [[3CFCE]]<br />
| ??<br />
| <br />
|-<br />
| [[PEG]]<br />
| ??<br />
| <br />
|-<br />
| [[PORT]]<br />
| ??<br />
| <br />
|-<br />
| [[FRED]]<br />
| [[Baian Liu]], [[Timothy Sun]], [[Stachu Korick]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Big Cube Methods|Big Cubes Speed]]'''<br />
|-<br />
| [[Reduction]]<br />
| <br />
| <br />
|-<br />
| [[Cage]]<br />
| [[Per Kristen Fredlund]]<br />
| <br />
|-<br />
| [[K4]]<br />
| [[Thom Barlow]]<br />
| <br />
|-<br />
| [[Sandwich]]<br />
| [[Nicholas Ho]] <br />
| <br />
|-<br />
| [[Kenneth's Big Cubes Method]]<br />
| [[Kenneth Gustavsson]]<br />
| <br />
|-<br />
| [[Z4]]<br />
| [[User:Cride5|Conrad Rider]]<br />
|<br />
|-<br />
| [[js4]]<br />
| ??<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[:Category:Blindsolving methods|Big Cubes BLD]]'''<br />
|-<br />
|-<br />
| [[r2]]<br />
| [[Erik Akkersdijk]]<br />
| <br />
|-<br />
| [[BH]] <br />
| [[Daniel Beyer]],<br>[[Chris Hardwick]]<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Pyraminx methods|Pyraminx]]'''<br />
|-<br />
| [[Pyraminx methods|Corners First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Layer First]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|Last 4 Edges]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Petrus]]<br />
| ?? <br />
| <br />
|-<br />
| [[Pyraminx methods|Face Permute]]<br />
| ??<br />
| <br />
|-<br />
| [[Pyraminx methods|WO]]<br />
| [[Oscar Roth Andersen]] (Odder)<br />
| <br />
|-<br />
| [[Pyraminx methods|Oka Method]]<br />
| [[Yohei Oka]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Megaminx methods|Megaminx]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[Square-1 methods|Square-1]]'''<br />
|-<br />
| [[SSS1M]]<br />
| [[Shelley Chang]]<br />
| <br />
|-<br />
| [[Vandenbergh Method]]<br />
| [[Lars Vandenbergh]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Clock methods|Rubik's Clock]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's Magic methods|Magic]]'''<br />
|-<br />
| ...<br />
|<br />
|<br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Master Magic methods|Master Magic]]'''<br />
|-<br />
| [[Pochmann Method]]<br />
| [[Stefan Pochmann]]<br />
| <br />
|-<br />
| [[Ooms]]<br />
| [[Alexander Ooms]]<br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Skewb methods|Skewb]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|-<br />
| colspan="3" style="background-color:#f5f5f5; text-align:center;" | '''[[List of Rubik's 360 methods|Rubik's 360]]'''<br />
|-<br />
| ...<br />
| <br />
| <br />
|}<br />
<br />
== See also ==<br />
* [[Substep]]<br />
* [[:Category:Substeps|Common substeps]]<br />
* [[Algorithm Database]]<br />
* [[Solving Variants]]<br />
<br />
== External links ==<br />
* Speedsolving.com: [http://www.speedsolving.com/forum/showthread.php?t=2402 BCE Methods] - methods based around Blockbuilding, Corners First and Edges First.<br />
<br />
[[Category:Lists|methods]]<br />
[[Category:Lists of methods|methods]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=General_Information&diff=24166General Information2014-06-30T15:45:39Z<p>Danegraphics: /* Solutions */</p>
<hr />
<div>The [[Rubik's Cube]] is a mechanical [[puzzle]] invented in 1974 by Hungarian sculptor and professor of architecture [[Ernő Rubik]]. Originally called the "Magic Cube" by its inventor, this puzzle was renamed "Rubik's Cube" by [[Ideal Toys]] in 1980 and won the German Game of the Year special award for Best Puzzle that year. It is said to be the world's best-selling toy, with over 300,000,000 Rubik's Cubes and imitations sold worldwide.<br />
<br />
In a classic Rubik's Cube, each of the six [[face]]s is covered by 9 [[sticker]]s, among six solid colours (traditionally being white, yellow, orange, red, blue, and green). A pivot mechanism enables each face to turn independently, thus mixing up the colours. For the puzzle to be [[solve]]d, each face must be a solid colour.<br />
<br />
The Cube celebrated its twenty-fifth anniversary in 2005, when a special edition was released, featuring a sticker in the centre of the reflective face (which replaced the white face) with a "Rubik's Cube 1980-2005" logo, and different packaging. There exist four widely available variations: the [[2×2×2]] (Pocket Cube, also Mini Cube, Junior Cube, or Ice Cube), the standard [[3×3×3]] cube, the [[4×4×4]] (Rubik's Revenge, or Master Cube), and the [[5×5×5]] (Professor's Cube). Recently, larger sizes are also on the market ([[V-Cube 6]] and [[V-Cube 7]]). All of these items belong to a broad category of puzzles commonly referred to as "[[twisty puzzle]]s".<br />
<br />
For readability, 3x3x3 is frequently abbreviated 3×3 (and similarly for the other sizes) when there is no ambiguity. Common misspellings include "rubix cube", "rubics cube", "rubick's cube", and "rubiks cube".<br />
<br />
== Conception and development ==<br />
In March 1970, Larry Nichols invented a 2×2×2 "Puzzle with Pieces Rotatable in Groups" and filed a Canadian patent application for it. Nichols's cube was held together with magnets. Nichols was granted (US patent|3655201) on April 11, 1972, two years before Rubik invented his improved cube.<br />
<br />
On April 9, 1970, Frank Fox applied to patent his "Spherical 3×3×3". He received his UK patent (1344259) on January 16, 1974.<br />
<br />
Rubik invented his "[[wikt:magic cube|Magic Cube]]" in 1974 and obtained Hungarian patent HU170062 for the Magic Cube in 1975 but did not take out international patents. The first test batches of the product were produced in late 1977 and released to Budapest toy shops. Magic Cube was held together with interlocking plastic pieces that were less expensive to produce than the magnets in Nichols's design. In September 1979, a deal was signed with Ideal Toys to bring the Magic Cube to the Western world, and the puzzle made its international debut at the toy fairs of London, Paris, Nuremberg International Toy Fair|Nuremberg and New York in January and February 1980.<br />
<br />
After its international debut, the progress of the Cube towards the toy shop shelves of the West was briefly halted so that it could be manufactured to Western safety and packaging specifications. A lighter Cube was produced, and Ideal Toys decided to rename it. "Gordian Knot|The Gordian Knot" and "Inca Gold" were considered, but the company finally decided on "Rubik's Cube", and the first batch was exported from Hungary in May 1980. Taking advantage of an initial shortage of Cubes, many cheap imitations appeared.<br />
<br />
Nichols assigned his patent to his employer Moleculon Research Corp., which sued Ideal Toy Company in 1982. In 1984, Ideal lost the patent infringement suit and appealed. In 1986, the appeals court affirmed the judgment that Rubik's 2×2×2 Pocket Cube infringed Nichols's patent, but overturned the judgment on Rubik's 3×3×3 Cube.<br />
<br />
Even while Rubik's patent application was being processed, Terutoshi Ishigi, a self-taught engineer and ironworks owner near Tokyo, filed for a Japanese patent for a nearly identical mechanism and was granted patent JP55‒8192 (1976); Ishigi's is generally accepted as an independent reinvention.<br />
<br />
Rubik applied for another Hungarian patent on October 28, 1980, and applied for other patents. In the United States, Rubik was granted US patent #4378116 on March 29, 1983, for the Cube.<br />
<br />
Greek inventor Panagiotis Verdes patented a method of creating cubes beyond the 5×5×5, up to [[11×11×11]]. His designs, which include improved mechanisms for the [[3×3×3]], [[4×4×4]], and [[5×5×5]], are suitable for [[speedcubing]], whereas existing designs for cubes larger than 5×5×5 are prone to break. As of June 19, 2008, 5x5x5, [[6x6x6]], and [[7x7x7]] models are available ([http://www.v-cubes.com/ V-Cube Official Site].<br />
<br />
==Workings==<br />
<br />
A standard cube measures approximately 2¼ inches (5.7 cm) on each side. The puzzle consists of the twenty-six unique miniature cubes on the surface. However, the centre cube of each face is merely a single square façade; all are affixed to the core mechanisms. These provide structure for the other pieces to fit into and rotate around. So there are twenty-one pieces: a single [[core]] piece consisting of three intersecting axes holding the six [[centre]] squares in place but letting them rotate, and twenty smaller plastic pieces which fit into it to form the assembled puzzle. The Cube can be taken apart without much difficulty, typically by turning one side through a 45° angle and prying an [[edge]] cube away from a centre cube until it dislodges. However, as prying loose a [[corner]] cube is a good way to break off a centre cube — thus ruining the Cube — it is far safer to lever a centre cube out using a screwdriver. It is a very simple process to solve a Cube by taking it apart and reassembling it in a solved state. There are twelve edge pieces which show two coloured sides each, and eight corner pieces which show three colours. Each piece shows a unique colour combination, but not all combinations are present (for example, if red and orange are on opposite sides of the solved Cube, there is no edge piece with both red and orange sides). The location of these cubes relative to one another can be altered by twisting an outer third of the Cube 90°, 180° or 270°, but the location of the coloured sides relative to one another in the completed state of the puzzle cannot be altered: it is fixed by the relative positions of the centre squares and the distribution of colour combinations on edge and corner pieces.<br />
<br />
For most recent Cubes, the colours of the stickers are red opposite orange, yellow opposite white, and green opposite blue. However, Cubes with alternative colour arrangements also exist; for example, they might have the yellow face opposite the green, and the blue face opposite the white (with red and orange opposite faces remaining unchanged).<br />
<br />
Douglas R. Hofstader, in the July 1982 ''Scientific American'', pointed out that Cubes could be coloured in such a way as to emphasise the corners or edges, rather than the faces as the standard colouring does; but neither of these alternative colourings has ever been produced commercially.<br />
<br />
===Permutations===<br />
A normal (3×3×3) Rubik's Cube has eight corners and twelve edges. There are <tex>8!</tex> ways to arrange the corner cubies. Seven can be oriented independently, and the orientation of the eighth depends on the preceding seven, giving <tex>3^7</tex> possibilities. There are <tex>12!/2</tex> ways to arrange the edges, since an odd permutation of the corners implies an odd permutation of the edges as well. Eleven edges can be flipped independently, with the flip of the twelfth depending on the preceding ones, giving <tex>2^{11}</tex> possibilities.<br />
:<tex> {8! \cdot 3^7 \cdot 12! \cdot 2^{10}} \approx 4.33 \cdot 10^{19}</tex><br />
<br />
There are exactly <tex>43,252,003,274,489,856,000</tex> possibilities. In other words, there are forty-three quintillion or forty-three trillion possibilities. The puzzle is often advertised as having only billions of positions, as the larger numbers could be regarded as incomprehensible to many. To put this into perspective, if every permutation of a 57-millimeter Rubik's Cube were lined up end to end, it would stretch out approximately 261 light years.<br />
<br />
The preceding figure is limited to permutations that can be reached solely by turning the sides of the cube. If one considers permuations reached through disassembly of the cube, the number becomes twelve times as large:<br />
:<tex> {8! \cdot 3^8 \cdot 12! \cdot 2^{12}} \approx 5.19 \cdot 10^{20}</tex><br />
<br />
The full number is <tex>519,024,039,293,878,272,000</tex> or 519 quintillion possible arrangements of the pieces that make up the Cube, but only one in twelve of these are actually solveable. This is because there is no sequence of moves that will swap a single pair of pieces or rotate a single corner or edge cube. Thus there are twelve possible sets of reachable configurations, sometimes called "universes" or "orbits", into which the cube can be placed by dismantling and reassembling it.<br />
<br />
Despite the vast number of positions, all Cubes can be solved in twenty-five or fewer moves (see [[Optimal solutions for Rubik's Cube]]).<br />
<br />
The large number of permutations is often given as a measure of the Rubik's cube's complexity. However, the puzzle's difficulty does not necessarily follow from the large number of permutations. The problem of putting the 26 letters of the alphabet in alphabetical order has a larger complexity (<tex>26! \approx 4.03 \cdot 10^{26}</tex> possible orderings), but is less difficult.<br />
<br />
===Centre faces===<br />
The original (official) Rubik's Cube has no orientation markings on the centre faces, although some carried the words "Rubik's Cube" on the centre square of the white face, and therefore solving it does not require any attention to orienting those faces correctly. However, if one has a marker pen, one could, for example, mark the central squares of an unshuffled Cube with four coloured marks on each edge, each corresponding to the colour of the adjacent face. Some Cubes have also been produced commercially with markings on all of the squares, such as the Lo Shu magic square or playing card suits. Thus one can scramble and then unscramble the Cube yet have the markings on the centers rotated, and it becomes an additional test to "solve" the centers as well. This is known as "supercubing".<br />
<br />
Putting markings on the Rubik's Cube increases the difficulty mainly because it expands the set of distinguishable possible configurations. When the Cube is unscrambled apart from the orientations of the central squares, there will always be an even number of squares requiring a quarter turn. Thus there are <tex>4^6/2 = 2,048</tex> possible configurations of the centre squares in the otherwise unscrambled position, increasing the total number of possible Cube permutations from 43,252,003,274,489,856,000 (<tex>4.3 \cdot 10^{19}</tex>) to 88,580,102,706,155,225,088,000 (<tex>8.9 \cdot 10^{22}</tex>).<br />
<br />
==Solutions==<br />
Many general solutions for the Rubik's Cube have been discovered independently. The most popular method was developed by [[David Singmaster]] and published in the book ''Notes on Rubik's "Magic Cube"'' in 1981. This solution involves solving the Cube layer by layer, in which one layer, designated the top, is solved first, followed by the middle layer, and then the final and bottom layer. After practice, solving the Cube layer by layer can be done in under one minute. Most tutorials teach the layer by layer method, as it gives an easy-to-understand step-by-step guide on how to solve it. Though, other general solutions include "corners first" methods or combinations of several other methods, one method of which was produced by the Ideal Toy company itself, being called '[[The Ideal Solution]]'.<br />
<br />
<br />
Speedcubing solutions have been developed for solving the Rubik's Cube as quickly as possible. The most common speedcubing solution was developed by [[Jessica Fridrich]]. It is a very efficient layer-by-layer method that requires a large number of algorithms (see below), especially for orienting and permuting the last layer. The first-layer corners and second layer are done simultaneously, with each corner paired up with a second-layer edge piece. Another well-known method was developed by [[Lars Petrus]]. In this method, a 2×2×2 section is solved first, followed by a 2×2×3, and then the incorrect edges are solved using a three-move algorithm, which eliminates the need for a possible 32-move algorithm later. <br />
One of the advantages of this method is that it tends to give solutions in fewer moves. For this reason, the method is also popular for fewest move competitions.<br />
<br />
Solutions follow a series of steps and include a set of algorithms for solving each step. An algorithm, also known as a process or an operator, is a series of twists that accomplishes a particular goal. For instance, one algorithm might switch the locations of three corner pieces, while leaving the rest of the pieces in place. Basic solutions require learning as few as four or five algorithms but are generally inefficient, needing around 100 twists on average to solve an entire Cube. In comparison, [[Fridrich Method|Fridrich's advanced solution]] requires learning roughly 120 algorithms but allows the Cube to be solved in only 55 moves on average. A different kind of solution developed by Ryan Heise<ref>[http://www.ryanheise.com/cube/ Ryan Heise's method]</ref> uses no algorithms but rather teaches a set of underlying principles that can be used to solve in fewer than 40 moves. A number of complete solutions can also be found in any of the books listed in the bibliography, and most can be used to solve any Cube in under five minutes. <br />
=== Algorithms ===<br />
In Rubik's cubists' parlance, an ''algorithm'' means "a memorized sequence of moves whose effect on the cube is known". This fully conforms with the mathematical and logical use of [[algorithm]] defined as ''a list of well-defined instructions for completing a task from a given initial state, through well-defined successive states, to a desired end-state''. A Rubik's cube algorithm transforms the state of the cube in such a way that a small part of the cube becomes solved without "scrambling" any parts that have previously been solved, or else places the cube in a state from which the solver knows it can now be partly, or fully, solved by the application of further algorithms.<br />
<br />
For instance, if we label the six sides of a cube like the six sides of a die, the sequence of movements 116622553344 will have a definite effect, namely, it will transform a solved cube into a cube with an "X" design in each face. More complicated sequences of movements will have more useful results, such as swapping three corners of the third layer without moving any other pieces. The sequences that are useful to solve the cube are called "algorithms".<br />
<br />
=== The search for optimal solutions ===<br />
The manual solution methods described above are intended to be easy to learn, but much effort has gone into finding even faster solutions to the Rubik's Cube. <br />
<br />
In 1982, David Singmaster and Alexander Frey hypothesized that the number of moves needed to solve the Rubik's Cube, given an ideal algorithm, might be in "the low twenties". In 2007, Daniel Kunkle and Gene Cooperman used computer search methods to demonstrate that any 3×3×3 Rubik's Cube configuration can be solved in a maximum of 26 moves. <br />
<br />
In 2008, Tomas Rokicki lowered the maximum to 22 moves.<br />
<br />
Work continues to try to reduce the upper bound on optimal solutions. <br />
The arrangement known as the super-flip, where every edge is in its correct position but flipped, requires 20 moves to be solved (Using the official [[notation]], these are: U R2 F B R B2 R U2 L B2 R U' D' R2 F R' L B2 U2 F2). No arrangement of the Rubik's Cube has been discovered so far that requires more than 20 moves to solve.<br />
<br />
===Competitions and record times===<br />
<br />
Many [[speedcubing]] competitions have been held to determine who can solve the Rubik's Cube in the shortest time. The number of contests is going up every year; there were 72 official competitions from 2003 to 2006; 33 were in 2006 alone. <br />
<br />
The first world championship organized by the ''Guinness Book of World Records'' was held in Munich on March 13, 1981. All Cubes were moved 40 times and rubbed with petroleum jelly. The official winner, with a record of 38 seconds, was Jury Froeschl, born in Munich.<br />
<br />
The first international world championship was held in Budapest on June 5, 1982, and was won by [[Minh Thai]], a Vietnamese student from Los Angeles, California, with a time of 22.95 seconds. <br />
<br />
Since 2003, competitions are decided by the best average of 5, dropping the best and worst time and averaging the middle 3 solves. The [[World Cube Association]] maintains a database of all World Cube Association official attempts. In 2004, the WCA made it mandatory to use a special timing device called a Stackmat timer.<br />
<br />
The [http://www.worldcubeassociation.org/results/regions.php current world record] for single time is set by Matt Valks in 2013; he set a world record best of 5.55 seconds in March, 2013.<br />
<br />
=== Alternative competitions ===<br />
In addition, alternative competitions are held (these are official WCA recognized events). These include:<br />
*Blindfolded solving<br />
[http://www.worldcubeassociation.org/results/events.php?eventId=333bf&regionId=&years=&show=100%2BPersons&single=Single Rubik's 3x3x3 Cube: Blindfolded records]<br />
*Solving the Cube using a single hand<br />
[http://www.worldcubeassociation.org/results/events.php?eventId=333oh&regionId=&years=&show=100%2BPersons&single=Single Rubik's 3x3x3 Cube: One-handed]<br />
*Solving the Cube with one's feet<br />
[http://www.worldcubeassociation.org/results/events.php?eventId=333ft&regionId=&years=only%2B2006&show=100%2BPersons&single=Single Rubik's 3x3x3 Cube: With feet]<br />
<br />
== See also ==<br />
* [[FAQ]]<br />
* [[:Category:Puzzle theory]]<br />
* [[:Category:Puzzle notations]]<br />
* [[:Category:Puzzle hardware]]<br />
* [[:Category:Terminology]]<br />
* [[:Category:Methods and substeps]]<br />
<br />
[[Category:Resources]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=The_Ideal_Solution&diff=24165The Ideal Solution2014-06-30T15:39:56Z<p>Danegraphics: Created page with "The Ideal Solution is the corners first solving method present originally by Ideal Toy Corp, the company responsible for producing the original Rubik's cube puzzle. The me..."</p>
<hr />
<div>The Ideal Solution is the [[corners first]] solving method present originally by Ideal Toy Corp, the company responsible for producing the original Rubik's cube puzzle. The method is somewhat unorthodox, being that it solves the corners first of the first layer, then solves the first layer (or top according to the instructions), then it does the same with the Last layer (or bottom), and finally finishes by solving the 4 middle layer edges.<br />
<br />
A PDF of the original packet can be downloaded [http://www.mediafire.com/view/28vlkb912mk33at/Ideal_Solution.pdf here].</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24148BLL2014-06-27T16:13:39Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with with a method that orients the LL edges ([[ZZ]], others), it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL. But in combination with a method that orients the LL edges, this method can be modified to have a 39 algorithm 2LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
'''The 3LLL method''' combines the two edge steps into 1-Look with only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
For a 2LLL version of this method, the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24147BLL2014-06-27T16:08:02Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). If used in combination with ZZ, it only has 11 algorithms in total for the lowest algorithm count of any 3LLL.<br />
<br />
Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL.<br />
<br />
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
<br />
==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
<br />
'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
<br />
'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
<br />
'''The 3LLL method''' combines the two edge steps into 1-Look with only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
<br />
The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
<br />
For a 2LLL version of this method, the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
<br />
==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=OLC&diff=24146OLC2014-06-27T16:04:26Z<p>Danegraphics: Merge suggestion</p>
<hr />
<div>'''O'''rient '''L'''ast '''C'''orners (OLC), also known as '''O'''rient '''L'''ast '''4''' '''C'''orners (OL4C), is a subset of OLL used in [[ZZ-reduction]] following [[Phasing]] that orients corners while preserving edge permutation (2 opposite edges or all 4). This results in a limited [[PLL]] set of 9 cases, down from 21 in full PLL.<br />
<br />
{{merge|Corner_Orientation#OCLL-EPP|OCLL-EPP}}<br />
<br />
== OLC Algorithms ==<br />
Of the 7 orientation cases in ZZ, 4 do not commonly preserve edge permutation (Sune, Antisune, Pi, Double-Sune). The other 3 commonly preserve edges (Headlights, Chameleon, Triple-Sune).<br />
<br />
Odds of skipping this step are 1/27.<br />
<br />
=== OLC 1 ===<br />
Probability 4/27<br />
{{case<br />
|image=o27.gif<br />
|name=S, Sune, Swimming Left<br />
|methods=[[ZZ-reduction]]<br />
|text=<br />
}}<br />
{{Alg|R U' L' U R' U' L|OLL}}<br />
{{Alg|y2 R' U L U' R U L'|OLL}}<br />
{{Alg|U R U' L' U R' U' L|OLL}}<br />
<br />
<br />
=== OLC 2 ===<br />
Probability 4/27<br />
{{case<br />
|image=o26.gif<br />
|name=-S, Antisune, Swimming Right<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|L' U R U' L U R'|OLL}}<br />
<br />
<br />
=== OLC 3 ===<br />
Probability 2/27<br />
{{case<br />
|image=o21.gif<br />
|name=H, Double Sune, Flip, Cross<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]], ? [[STM]]<br />
|text=<br />
}}<br />
{{Alg|y F (R U R' U')3 F'|OLL}}<br />
<br />
<br />
=== OLC 4 ===<br />
Probability 4/27<br />
{{case<br />
|image=o22.gif<br />
|name=pi, Bruno, wheel, T-shirt<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|f (R U R' U') F f' (R U R' U') F'}}<br />
{{Alg|y U L' U2 L2 U L2 U L2 U2 L' U2|OLL}}<br />
<br />
=== OLL 23 ===<br />
Probability 4/27<br />
{{case<br />
|image=o23.gif<br />
|name=U, [[Headlights]], Superman<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|R2' D' R U2 R' D R U2 R|OLL}}<br />
{{Alg|y' F L' D2 L U2 L' D2 L U2 F'|OLL}}<br />
{{Alg|y' B L2 B R2 B F2 R2 B L2 F2|OLL}}<br />
{{Alg|y' B' F2 R2 B L2 B' R2 B L2 F2|OLL}}<br />
{{Alg|L2 D L' U2 L D' L' U2 L'|OLL}}<br />
{{Alg|(y2) R' F2 R U2 R U2 R' F2 R U2 R'|OLL}}<br />
{{Alg|(y2) R2 D R' U2 R D' R' U2 R'|OLL}}<br />
{{Alg|R2 D R' U2' R D' R' U2 R'|OLL}}<br />
{{Alg|F R U' R' U R U R' U R U' R' F'|OLL}}<br />
{{Alg|(R' U' R U') R' U2 R2 U (R' U R U2 R')|OLL}}<br />
{{Alg|l2 U' R D2 R' U R D2 R|OLL}}<br />
{{Alg|l2' U' z' U R2 U' L U R2 z' R|OLL}}<br />
{{Alg|R2' B2 R F2' R' B2 R F2' R|OLL}}<br />
{{Alg|(x) R' B2' (R U' R' U) B2' (U' R U)|OLL}}<br />
{{Alg|y' F' L2 F' R2 B2 F' R2 F' L2 B2|OLL}}<br />
<br />
=== OLL 24 ===<br />
Probability 4/27<br />
{{case<br />
|image=o24.gif<br />
|name=T, chameleon, shark, Hammerhead, Little Horse, stingray<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|r U R' U' L' U R U' x'|OLL}}<br />
{{Alg|r U R' U' r' F R F'|OLL}}<br />
{{Alg|(y' x') R U R' D R U' R' D'|OLL}}<br />
{{Alg|(y') F R U R' U' R U' R' U' R U R' F'|OLL}}<br />
{{Alg|(y x) D' R' U R D R' U' R x'|OLL}}<br />
{{Alg|(y x) D L U' L' D' L U L' x' |OLL}}<br />
{{Alg|(y x') U' R' D R U R' D' R x|OLL}}<br />
{{Alg|(y2) R' F' L F R F' L' F|OLL}}<br />
{{Alg|(y2) R' F' r U R U' r' F|OLL}}<br />
{{Alg|(y2) l' U' L U R U' r' F|OLL}}<br />
{{Alg|(y') l U l' F R B' R' F'|OLL}}<br />
<br />
=== OLL 25 ===<br />
Probability 4/27<br />
{{case<br />
|image=o25.gif<br />
|name=L, Bowtie, Triple-Sune, Side-winder, Diagonals, Spaceship<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|y' F' r U R' U' r' F R|OLL}}<br />
{{Alg|R U2 R' U' (R U R' U') (R U R' U') R U' R'|OLL}}<br />
{{Alg|R U R' U (R U' R' U) (R U' R' U) R U2 R'|OLL}}<br />
{{Alg|y2 R' F R B' R' F' R B|OLL}}<br />
{{Alg|y2 F R' F' L F R F' L'|OLL}}<br />
{{Alg|y F' L F R' F' L' F R|OLL}}<br />
{{Alg|y' F' r U R' U' r' F R|OLL}}<br />
{{Alg|y' x U R' U' L U R U' r'|OLL}}<br />
{{Alg|R' F' L' F R F' L F|OLL}}<br />
{{Alg|y2 R U2' R D R' U2 R D' R2'|OLL}}<br />
{{Alg|y2 F R' F' r U R U' r'|OLL}}<br />
{{Alg|y2 l' U R D' R' U' R D x'|OLL}}<br />
{{Alg|y2 x' L' U' R' U L U' R U|OLL}}<br />
{{Alg|x' D R U R' D' R U' l'|OLL}}<br />
{{Alg|x' U L' U' R U L U' l'|OLL}}<br />
{{Alg|x' R' D R U' R' D' R U x|OLL}}<br />
{{Alg|x R' U R D' R' U' R D x'|OLL}}<br />
{{Alg|y2 x L U' L' D L U L' D' x'|OLL}}<br />
{{Alg|l' U' L' U R U' L U x'|OLL}}<br />
{{Alg|U r U R U' L' U R' U' x'|OLL}}<br />
{{Alg|R U2 R' U' (R U R' U')2 R U' R'|OLL}}<br />
{{Alg|y2 L' R U R' U' L U R U' R'|OLL}}<br />
{{Alg|F R B R' F' l U' l'|OLL}}<br />
{{Alg|U R U2 R' L' U' L U' R U' R' L' U2 L|OLL}}<br />
{{Alg|y R U R' U' R' F R U R U' R' F'|OLL}}</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=Template:Merge&diff=24145Template:Merge2014-06-27T16:03:45Z<p>Danegraphics: </p>
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| '''Merge Suggested'''<br>This page appears to already exist somewhere else, possibly as a subsection of another.<br>It is suggested that this page be merged with [[{{{1}}}|{{{2}}}]]<br />
|}<br />
|}</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=Template:Merge&diff=24143Template:Merge2014-06-27T16:01:24Z<p>Danegraphics: Created page with "<br><br> {| border="0" align="center" cellspacing="0" cellpadding="1" | bgcolor="#606060" | {| border="0" align="center" cellspacing="0" cellpadding="6" bgcolor="#F0F0F0" | '..."</p>
<hr />
<div><br><br><br />
{| border="0" align="center" cellspacing="0" cellpadding="1" <br />
| bgcolor="#606060" |<br />
{| border="0" align="center" cellspacing="0" cellpadding="6" bgcolor="#F0F0F0"<br />
| '''Merge Suggested'''<br>This page appears to already exist somewhere else, possibly as a subsection of another.<br>It is suggested that this page be merged with [[{{{1}}}|{{{2}}}]]<br />
|}<br />
|}</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=ZZ-reduction&diff=24142ZZ-reduction2014-06-27T15:38:55Z<p>Danegraphics: </p>
<hr />
<div>ZZ-reduction, also called ZZ-r, is a variant of the [[ZZ method]] for 3x3x3 proposed by Adrian Currier in 2014. It focuses on a reduction of [[PLL]] cases with the added benefit of faster recognition and more frequent PLL skips. It has the lowest algorithm count of any [[2LLL]] method, with a total algorithm count of 16.<br />
<br />
== The Steps ==<br />
<br />
<br />
=== Phasing ===<br />
<br />
After [[EOLine]] is completed, [[Phasing]] is employed during the insertion of the final block pair in [[F2L]], with LL edges resulting in opposite colours (eg Blue/Green or Orange/Red) being placed opposite each other. Either they are SOLVED or there is PARITY, which means that adjacent edges are not correct with respect to each other. (An easy way to distinguish between SOLVED and PARITY is to attempt aligning the edges by rotating the U-layer. If its only possible to align two then it is the PARITY case.)<br />
<br />
=== OLC ===<br />
<br />
''See [[OL4C#OLC_Algorithms|OLC Algorithms]]''<br />
<br />
OLC (Orient Last Corners) is a subset of OLL that orients corners only and also preserves two opposite or all four edge permutations.<br />
<br />
Of the 7 orientation cases in ZZ, 4 do not commonly preserve edge permutation (Sune, Antisune, Pi, Double-Sune). The other 3 commonly preserve edges (Headlights, Chameleon, Triple-Sune).<br />
<br />
=== PLL ===<br />
<br />
''See [[PLL|PLL Algorithms]]''<br />
<br />
Since the phased edges were preserved in OLC, you should end up with only 9 possible PLL cases, down from 21 in full PLL. These are Aa/b, E, F, H, Na/b, T, Z.<br />
<br />
Alternatively, you can limit PLL to a different set of 15 cases (Aa/b, E, Ga/b/c/d, H, Ja/b, Ra/b, U, V, Y) by antiphasing. That is, instead of placing LL opposite edge colors when completing F2L, placing adjacent edge colors.<br />
<br />
==PLL probabilities==<br />
<br />
The probabilities for the limited PLL set in ZZ-r are different than for full PLL. The probability of skipping PLL is 1/24, while the probabilities of getting each case are as follows:<br />
<br />
* H 1/24<br />
<br />
* Z 1/12<br />
<br />
* A 1/3<br />
<br />
* E 1/12<br />
<br />
* F 1/6<br />
<br />
* N 1/12<br />
<br />
* T 1/6<br />
<br />
== Pros ==<br />
<br />
* '''Reduced algorithm count''': Only 16 algs are needed for full ZZ-r (7 for orientation and 9 for permutation), lower than any other 2LLL method.<br />
* '''Faster recognition''': Because there are so few last layer cases, recognition is very quick.<br />
* '''Frequent skips''': The low number of last layer cases make for more frequent skip cases. Skip probabilities are as follows: orientation 1/27; permutation 1/24; skip both (LL solved) 1/648.<br />
<br />
==Cons==<br />
<br />
* '''Phasing''' - Although not a great hindrance to move count, the phasing step adds an average of 2 7/12 moves. This may be offset by the increase in PLL skip probability and faster recognition.<br />
<br />
== External links ==<br />
<br />
* [http://www.speedsolving.com/forum/showthread.php?t=14501 speedsolving.com: Phasing Explained]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=ZZ-reduction&diff=24141ZZ-reduction2014-06-27T15:38:39Z<p>Danegraphics: added algorithm count</p>
<hr />
<div>ZZ-reduction, also called ZZ-r, is a variant of the [[ZZ method]] for 3x3x3 proposed by Adrian Currier in 2014. It focuses on a reduction of [[PLL]] cases with the added benefit of faster recognition and more frequent PLL skips. It has the lowest algorithm count of any [[2LLL]] method with a total algorithm count of 16.<br />
<br />
== The Steps ==<br />
<br />
<br />
=== Phasing ===<br />
<br />
After [[EOLine]] is completed, [[Phasing]] is employed during the insertion of the final block pair in [[F2L]], with LL edges resulting in opposite colours (eg Blue/Green or Orange/Red) being placed opposite each other. Either they are SOLVED or there is PARITY, which means that adjacent edges are not correct with respect to each other. (An easy way to distinguish between SOLVED and PARITY is to attempt aligning the edges by rotating the U-layer. If its only possible to align two then it is the PARITY case.)<br />
<br />
=== OLC ===<br />
<br />
''See [[OL4C#OLC_Algorithms|OLC Algorithms]]''<br />
<br />
OLC (Orient Last Corners) is a subset of OLL that orients corners only and also preserves two opposite or all four edge permutations.<br />
<br />
Of the 7 orientation cases in ZZ, 4 do not commonly preserve edge permutation (Sune, Antisune, Pi, Double-Sune). The other 3 commonly preserve edges (Headlights, Chameleon, Triple-Sune).<br />
<br />
=== PLL ===<br />
<br />
''See [[PLL|PLL Algorithms]]''<br />
<br />
Since the phased edges were preserved in OLC, you should end up with only 9 possible PLL cases, down from 21 in full PLL. These are Aa/b, E, F, H, Na/b, T, Z.<br />
<br />
Alternatively, you can limit PLL to a different set of 15 cases (Aa/b, E, Ga/b/c/d, H, Ja/b, Ra/b, U, V, Y) by antiphasing. That is, instead of placing LL opposite edge colors when completing F2L, placing adjacent edge colors.<br />
<br />
==PLL probabilities==<br />
<br />
The probabilities for the limited PLL set in ZZ-r are different than for full PLL. The probability of skipping PLL is 1/24, while the probabilities of getting each case are as follows:<br />
<br />
* H 1/24<br />
<br />
* Z 1/12<br />
<br />
* A 1/3<br />
<br />
* E 1/12<br />
<br />
* F 1/6<br />
<br />
* N 1/12<br />
<br />
* T 1/6<br />
<br />
== Pros ==<br />
<br />
* '''Reduced algorithm count''': Only 16 algs are needed for full ZZ-r (7 for orientation and 9 for permutation), lower than any other 2LLL method.<br />
* '''Faster recognition''': Because there are so few last layer cases, recognition is very quick.<br />
* '''Frequent skips''': The low number of last layer cases make for more frequent skip cases. Skip probabilities are as follows: orientation 1/27; permutation 1/24; skip both (LL solved) 1/648.<br />
<br />
==Cons==<br />
<br />
* '''Phasing''' - Although not a great hindrance to move count, the phasing step adds an average of 2 7/12 moves. This may be offset by the increase in PLL skip probability and faster recognition.<br />
<br />
== External links ==<br />
<br />
* [http://www.speedsolving.com/forum/showthread.php?t=14501 speedsolving.com: Phasing Explained]</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=OLC&diff=24140OLC2014-06-27T15:28:00Z<p>Danegraphics: </p>
<hr />
<div>'''O'''rient '''L'''ast '''C'''orners (OLC), also known as '''O'''rient '''L'''ast '''4''' '''C'''orners (OL4C) or [[Corner_Orientation#OCLL-EPP|OCLL-EPP]], is a subset of OLL used in [[ZZ-reduction]] following [[Phasing]] that orients corners while preserving edge permutation (2 opposite edges or all 4). This results in a limited [[PLL]] set of 9 cases, down from 21 in full PLL.<br />
<br />
== OLC Algorithms ==<br />
Of the 7 orientation cases in ZZ, 4 do not commonly preserve edge permutation (Sune, Antisune, Pi, Double-Sune). The other 3 commonly preserve edges (Headlights, Chameleon, Triple-Sune).<br />
<br />
Odds of skipping this step are 1/27.<br />
<br />
=== OLC 1 ===<br />
Probability 4/27<br />
{{case<br />
|image=o27.gif<br />
|name=S, Sune, Swimming Left<br />
|methods=[[ZZ-reduction]]<br />
|text=<br />
}}<br />
{{Alg|R U' L' U R' U' L|OLL}}<br />
{{Alg|y2 R' U L U' R U L'|OLL}}<br />
{{Alg|U R U' L' U R' U' L|OLL}}<br />
<br />
<br />
=== OLC 2 ===<br />
Probability 4/27<br />
{{case<br />
|image=o26.gif<br />
|name=-S, Antisune, Swimming Right<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|L' U R U' L U R'|OLL}}<br />
<br />
<br />
=== OLC 3 ===<br />
Probability 2/27<br />
{{case<br />
|image=o21.gif<br />
|name=H, Double Sune, Flip, Cross<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]], ? [[STM]]<br />
|text=<br />
}}<br />
{{Alg|y F (R U R' U')3 F'|OLL}}<br />
<br />
<br />
=== OLC 4 ===<br />
Probability 4/27<br />
{{case<br />
|image=o22.gif<br />
|name=pi, Bruno, wheel, T-shirt<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|f (R U R' U') F f' (R U R' U') F'}}<br />
{{Alg|y U L' U2 L2 U L2 U L2 U2 L' U2|OLL}}<br />
<br />
=== OLL 23 ===<br />
Probability 4/27<br />
{{case<br />
|image=o23.gif<br />
|name=U, [[Headlights]], Superman<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|R2' D' R U2 R' D R U2 R|OLL}}<br />
{{Alg|y' F L' D2 L U2 L' D2 L U2 F'|OLL}}<br />
{{Alg|y' B L2 B R2 B F2 R2 B L2 F2|OLL}}<br />
{{Alg|y' B' F2 R2 B L2 B' R2 B L2 F2|OLL}}<br />
{{Alg|L2 D L' U2 L D' L' U2 L'|OLL}}<br />
{{Alg|(y2) R' F2 R U2 R U2 R' F2 R U2 R'|OLL}}<br />
{{Alg|(y2) R2 D R' U2 R D' R' U2 R'|OLL}}<br />
{{Alg|R2 D R' U2' R D' R' U2 R'|OLL}}<br />
{{Alg|F R U' R' U R U R' U R U' R' F'|OLL}}<br />
{{Alg|(R' U' R U') R' U2 R2 U (R' U R U2 R')|OLL}}<br />
{{Alg|l2 U' R D2 R' U R D2 R|OLL}}<br />
{{Alg|l2' U' z' U R2 U' L U R2 z' R|OLL}}<br />
{{Alg|R2' B2 R F2' R' B2 R F2' R|OLL}}<br />
{{Alg|(x) R' B2' (R U' R' U) B2' (U' R U)|OLL}}<br />
{{Alg|y' F' L2 F' R2 B2 F' R2 F' L2 B2|OLL}}<br />
<br />
=== OLL 24 ===<br />
Probability 4/27<br />
{{case<br />
|image=o24.gif<br />
|name=T, chameleon, shark, Hammerhead, Little Horse, stingray<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|r U R' U' L' U R U' x'|OLL}}<br />
{{Alg|r U R' U' r' F R F'|OLL}}<br />
{{Alg|(y' x') R U R' D R U' R' D'|OLL}}<br />
{{Alg|(y') F R U R' U' R U' R' U' R U R' F'|OLL}}<br />
{{Alg|(y x) D' R' U R D R' U' R x'|OLL}}<br />
{{Alg|(y x) D L U' L' D' L U L' x' |OLL}}<br />
{{Alg|(y x') U' R' D R U R' D' R x|OLL}}<br />
{{Alg|(y2) R' F' L F R F' L' F|OLL}}<br />
{{Alg|(y2) R' F' r U R U' r' F|OLL}}<br />
{{Alg|(y2) l' U' L U R U' r' F|OLL}}<br />
{{Alg|(y') l U l' F R B' R' F'|OLL}}<br />
<br />
=== OLL 25 ===<br />
Probability 4/27<br />
{{case<br />
|image=o25.gif<br />
|name=L, Bowtie, Triple-Sune, Side-winder, Diagonals, Spaceship<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|y' F' r U R' U' r' F R|OLL}}<br />
{{Alg|R U2 R' U' (R U R' U') (R U R' U') R U' R'|OLL}}<br />
{{Alg|R U R' U (R U' R' U) (R U' R' U) R U2 R'|OLL}}<br />
{{Alg|y2 R' F R B' R' F' R B|OLL}}<br />
{{Alg|y2 F R' F' L F R F' L'|OLL}}<br />
{{Alg|y F' L F R' F' L' F R|OLL}}<br />
{{Alg|y' F' r U R' U' r' F R|OLL}}<br />
{{Alg|y' x U R' U' L U R U' r'|OLL}}<br />
{{Alg|R' F' L' F R F' L F|OLL}}<br />
{{Alg|y2 R U2' R D R' U2 R D' R2'|OLL}}<br />
{{Alg|y2 F R' F' r U R U' r'|OLL}}<br />
{{Alg|y2 l' U R D' R' U' R D x'|OLL}}<br />
{{Alg|y2 x' L' U' R' U L U' R U|OLL}}<br />
{{Alg|x' D R U R' D' R U' l'|OLL}}<br />
{{Alg|x' U L' U' R U L U' l'|OLL}}<br />
{{Alg|x' R' D R U' R' D' R U x|OLL}}<br />
{{Alg|x R' U R D' R' U' R D x'|OLL}}<br />
{{Alg|y2 x L U' L' D L U L' D' x'|OLL}}<br />
{{Alg|l' U' L' U R U' L U x'|OLL}}<br />
{{Alg|U r U R U' L' U R' U' x'|OLL}}<br />
{{Alg|R U2 R' U' (R U R' U')2 R U' R'|OLL}}<br />
{{Alg|y2 L' R U R' U' L U R U' R'|OLL}}<br />
{{Alg|F R B R' F' l U' l'|OLL}}<br />
{{Alg|U R U2 R' L' U' L U' R U' R' L' U2 L|OLL}}<br />
{{Alg|y R U R' U' R' F R U R U' R' F'|OLL}}</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=OLC&diff=24139OLC2014-06-27T15:17:16Z<p>Danegraphics: Connecting with other wiki page including the same cases and algorithms. Unsure if should be merged.</p>
<hr />
<div>'''O'''rient '''L'''ast '''C'''orners (OLC), also known as '''O'''rient '''L'''ast '''4''' '''C'''orners (OL4C), is a subset of OLL used in [[ZZ-reduction]] following [[Phasing]] that orients corners while preserving edge permutation (2 opposite edges or all 4). This results in a limited [[PLL]] set of 9 cases, down from 21 in full PLL. This is also known as [[Corner_Orientation#OCLL-EPP|OCLL-EPP]].<br />
<br />
== OLC Algorithms ==<br />
Of the 7 orientation cases in ZZ, 4 do not commonly preserve edge permutation (Sune, Antisune, Pi, Double-Sune). The other 3 commonly preserve edges (Headlights, Chameleon, Triple-Sune).<br />
<br />
Odds of skipping this step are 1/27.<br />
<br />
=== OLC 1 ===<br />
Probability 4/27<br />
{{case<br />
|image=o27.gif<br />
|name=S, Sune, Swimming Left<br />
|methods=[[ZZ-reduction]]<br />
|text=<br />
}}<br />
{{Alg|R U' L' U R' U' L|OLL}}<br />
{{Alg|y2 R' U L U' R U L'|OLL}}<br />
{{Alg|U R U' L' U R' U' L|OLL}}<br />
<br />
<br />
=== OLC 2 ===<br />
Probability 4/27<br />
{{case<br />
|image=o26.gif<br />
|name=-S, Antisune, Swimming Right<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|L' U R U' L U R'|OLL}}<br />
<br />
<br />
=== OLC 3 ===<br />
Probability 2/27<br />
{{case<br />
|image=o21.gif<br />
|name=H, Double Sune, Flip, Cross<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]], ? [[STM]]<br />
|text=<br />
}}<br />
{{Alg|y F (R U R' U')3 F'|OLL}}<br />
<br />
<br />
=== OLC 4 ===<br />
Probability 4/27<br />
{{case<br />
|image=o22.gif<br />
|name=pi, Bruno, wheel, T-shirt<br />
|methods=[[ZZ-reduction]]<br />
|optimal=? [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|f (R U R' U') F f' (R U R' U') F'}}<br />
{{Alg|y U L' U2 L2 U L2 U L2 U2 L' U2|OLL}}<br />
<br />
=== OLL 23 ===<br />
Probability 4/27<br />
{{case<br />
|image=o23.gif<br />
|name=U, [[Headlights]], Superman<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=9 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|R2' D' R U2 R' D R U2 R|OLL}}<br />
{{Alg|y' F L' D2 L U2 L' D2 L U2 F'|OLL}}<br />
{{Alg|y' B L2 B R2 B F2 R2 B L2 F2|OLL}}<br />
{{Alg|y' B' F2 R2 B L2 B' R2 B L2 F2|OLL}}<br />
{{Alg|L2 D L' U2 L D' L' U2 L'|OLL}}<br />
{{Alg|(y2) R' F2 R U2 R U2 R' F2 R U2 R'|OLL}}<br />
{{Alg|(y2) R2 D R' U2 R D' R' U2 R'|OLL}}<br />
{{Alg|R2 D R' U2' R D' R' U2 R'|OLL}}<br />
{{Alg|F R U' R' U R U R' U R U' R' F'|OLL}}<br />
{{Alg|(R' U' R U') R' U2 R2 U (R' U R U2 R')|OLL}}<br />
{{Alg|l2 U' R D2 R' U R D2 R|OLL}}<br />
{{Alg|l2' U' z' U R2 U' L U R2 z' R|OLL}}<br />
{{Alg|R2' B2 R F2' R' B2 R F2' R|OLL}}<br />
{{Alg|(x) R' B2' (R U' R' U) B2' (U' R U)|OLL}}<br />
{{Alg|y' F' L2 F' R2 B2 F' R2 F' L2 B2|OLL}}<br />
<br />
=== OLL 24 ===<br />
Probability 4/27<br />
{{case<br />
|image=o24.gif<br />
|name=T, chameleon, shark, Hammerhead, Little Horse, stingray<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|r U R' U' L' U R U' x'|OLL}}<br />
{{Alg|r U R' U' r' F R F'|OLL}}<br />
{{Alg|(y' x') R U R' D R U' R' D'|OLL}}<br />
{{Alg|(y') F R U R' U' R U' R' U' R U R' F'|OLL}}<br />
{{Alg|(y x) D' R' U R D R' U' R x'|OLL}}<br />
{{Alg|(y x) D L U' L' D' L U L' x' |OLL}}<br />
{{Alg|(y x') U' R' D R U R' D' R x|OLL}}<br />
{{Alg|(y2) R' F' L F R F' L' F|OLL}}<br />
{{Alg|(y2) R' F' r U R U' r' F|OLL}}<br />
{{Alg|(y2) l' U' L U R U' r' F|OLL}}<br />
{{Alg|(y') l U l' F R B' R' F'|OLL}}<br />
<br />
=== OLL 25 ===<br />
Probability 4/27<br />
{{case<br />
|image=o25.gif<br />
|name=L, Bowtie, Triple-Sune, Side-winder, Diagonals, Spaceship<br />
|methods=[[OCLL]], [[OLL]]<br />
|optimal=8 [[HTM]]<br />
|text=<br />
}}<br />
{{Alg|y' F' r U R' U' r' F R|OLL}}<br />
{{Alg|R U2 R' U' (R U R' U') (R U R' U') R U' R'|OLL}}<br />
{{Alg|R U R' U (R U' R' U) (R U' R' U) R U2 R'|OLL}}<br />
{{Alg|y2 R' F R B' R' F' R B|OLL}}<br />
{{Alg|y2 F R' F' L F R F' L'|OLL}}<br />
{{Alg|y F' L F R' F' L' F R|OLL}}<br />
{{Alg|y' F' r U R' U' r' F R|OLL}}<br />
{{Alg|y' x U R' U' L U R U' r'|OLL}}<br />
{{Alg|R' F' L' F R F' L F|OLL}}<br />
{{Alg|y2 R U2' R D R' U2 R D' R2'|OLL}}<br />
{{Alg|y2 F R' F' r U R U' r'|OLL}}<br />
{{Alg|y2 l' U R D' R' U' R D x'|OLL}}<br />
{{Alg|y2 x' L' U' R' U L U' R U|OLL}}<br />
{{Alg|x' D R U R' D' R U' l'|OLL}}<br />
{{Alg|x' U L' U' R U L U' l'|OLL}}<br />
{{Alg|x' R' D R U' R' D' R U x|OLL}}<br />
{{Alg|x R' U R D' R' U' R D x'|OLL}}<br />
{{Alg|y2 x L U' L' D L U L' D' x'|OLL}}<br />
{{Alg|l' U' L' U R U' L U x'|OLL}}<br />
{{Alg|U r U R U' L' U R' U' x'|OLL}}<br />
{{Alg|R U2 R' U' (R U R' U')2 R U' R'|OLL}}<br />
{{Alg|y2 L' R U R' U' L U R U' R'|OLL}}<br />
{{Alg|F R B R' F' l U' l'|OLL}}<br />
{{Alg|U R U2 R' L' U' L U' R U' R' L' U2 L|OLL}}<br />
{{Alg|y R U R' U' R' F R U R U' R' F'|OLL}}</div>Danegraphicshttps://www.speedsolving.com/wiki/index.php?title=BLL&diff=24138BLL2014-06-27T15:06:27Z<p>Danegraphics: </p>
<hr />
<div>{{Method Infobox<br />
|name=BLL (Bauer Last Layer)<br />
|image=LLEF.png<br />
|proposers=[[User:danegraphics|Steven Mortensen]]<br />
|year=2011<br />
|steps=3<br />
|algs=24<br />
|moves=27<br />
|purpose=<sup></sup><br />
* [[Speedsolving]], [[FMC]]<br />
}}<br />
<br />
BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by [[User:danegraphics|Steven Mortensen]] in 2010-2011, and [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg posted to the forums] in 2014. The method was developed overtime, first starting as a LL method with only 4 [[algorithm]]s, then going on to become a [[4LLL]] and finally a [[3LLL]] with 24 algorithms (hence the name). Due to the nature of the method, a [[2LLL]] version would have at least 98 algs, which is a 74 algorithm step up from 3LLL.<br />
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The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.<br />
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==Method Description==<br />
The order of operations for this method is:<br />
*1 - Orientation of edges<br />
*2 - Permutation of edges<br />
*3 - Permutation of corners<br />
*4 - Orientation of corners<br />
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'''The beginner method''' gives only one algorithm for each of these steps which are to be used intuitively. One algorithm is reused with it's mirror for the corners giving 3 algs excluding reuse:<br />
*1 EO - M’ U’ M U2 M’ U’ M<br />
*2 EP - U [R U R’ U R U2 R’](bracketed part will be used in corners as well)<br />
*3 CP - R’ U L U’ R U L’ U’<br />
*4 CO - [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)<br />
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'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2-Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2-Looks.<br />
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'''The 3LLL method''' combines the two edge steps into 1-Look with only 16 algorithms making for a total of 24 algorithms for [[3LLL]].<br />
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The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg in his thread]. Alternate algorithms can be found on the wiki ('''1 - ELL''': [[LLEF]], '''2 - CO''': [[Corner Orientation#OCLL-EPP|OCLL-EPP]], '''3 - CP''': [[CPLL]]). <br />
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For a 2LLL version of this method, the corners can be done in one step with the addition of 74 algs from [[L4C]] making a total of 98 algs.<br />
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==Links==<br />
*[http://www.speedsolving.com/forum/showthread.php?47809-BLL-3-Look-25alg Steven's BLL thread]<br />
*[[LLEF]]<br />
*[[Corner Orientation|OCLL-EPP]]<br />
*[[CPLL]]<br />
*[[L4C]]<br />
*[[3LLL]]<br />
*[[4LLL]]</div>Danegraphics