The ABCube Method proposed by Sandra Workman is a Direct solving method geared toward Beginners and non-cubers. It does not follow standardized Notation or have typical Algorithms. The Two Formulas it uses are four twists and eight twists, and are presented as an image of lines and arrows that represent slices of the cube to turn. One looks at the front face of the cube as if it were a spreadsheet, with rows and columns, and the arrow represents the one row or column to turn, and the line represents the rest of the cube.
The ABCube Method works on all size cubes. Chapter One solves the 8 Corners, which would solve a 2x2x2 Pocket Cube. Chapter Two solves the Absolute Center and all the Edges, which would solve a 3x3x3. Chapter Three solves all the Centers, which solves every other complexity cube, through nxnxn (see Big cube).
Proposed order of operation is:
- Solve Yellow Corners (Place, Orient, then permute)
- Solve white corners (Orient, then permute)
- Solve Opposite (Yellow/white) edges.
- Solve the middle-most opposite (Not for even layered cubes) (Yellow/white) centers
- Solve middle belt.
- For big cubes: Solve parity.
- For big cubes: Solve remaining centers.
But order of operation is optional, as it can be used in conjunction with other methods and shortcuts, as the Formulas do not disrupt already placed pieces.
- No long algorithms to memorize
- Formulas only move three pieces, never displacing previously placed cubies
- Works on every complexity cube as long as it is nxnxn
- Parity is resolved by a single twist to resolve an invisible center being off one quarter turn: no parity algorithms to memorize
- Works on any state of scramble or completion, the Formulas won't displace correct pieces if you started by using another method. The same Formula whether it is the first placement or the last.
- Repetition of the Formula yields it easier to memorize than trying to memorize lots of different algorithms and order of operation.
- Geared specifically for beginners and non-cubers
- Not suitable for speedcubing.
- Not the fewest number of turns, nor the shortest solve time.
- Clumsy with regrips.