Snyder Method

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Snyder method
Information about the method
Proposer(s): Anthony Snyder
Proposed: 1982
Alt Names:
Variants: Heise Method

Petrus

No. Steps: 3-5
No. Algs: unknown
Avg Moves: 36-45
Purpose(s):

The Snyder Method is a speedsolving method for the 3x3x3 cube that was invented by Tony Snyder in 1982. You start the same way as with Petrus forming a 2x2x2 block or sometimes a 2x2x3 block that includes a XCross either simultaneously or as a second step. Then 1-2 more CE pairs would go in to nearly complete the F2L. Then while putting in the final CE pair, a quick glance at the remaining edges makes possible a simple adjustment in the choice of algorithms so that a minimum of 2 LL edges are oriented. This is a very easy way to cut down the LL scenarios. Then all LL edges are solved together with one corner in the fewest turns possible (with a few exceptions due to the human-originated algorithms). Then solving the last three corners in the fewest turns possible completes the cube.

Anthony claims to have the only cube solving method that consistently relies on a simultaneous permute and orient at every stage.

In the early 80's Anthony came up with a complete set of fewest-move solutions for the CE pair cases and for the last three corners cases. However, he relied more extensively on the use of combinations and exchanges to efficiently put in the LL edges + corner. This is the stage that evolved over time since he felt computer lists and help from others would spoil the fun. He makes up for this with a large selection of approximate direct-solves on the entire LL, claiming to switch to this mode about 20% of the time.

This method requires 1-2 looks for the mini-cube+cross start, then 1 look each for the 2-3 CE pairs, then 1-2 looks for the last layer. Though there are a lot of looks, an attentive solver can be quite efficient, and average around 40 turns. Though a beginner will likely take a lot more than this, and a serious pro may get his/her average down to about 36. This method was developed in 1982, though many of the shorter algorithms were added throughout the 80's and 90's, and the library of LL direct solves were mostly added in the 00's.

Anthony never put to print these algorithms. He came up with nearly all of them without advice from others, and without using a computer. However, in 1981 he printed his simple solution, which only used 7 algorithms total. It was entitled, "Tony Snyder's Simplest Solution to Solve a Rubik's Cube", and though he personally only taught a handful of people this technique, a classmate took a copy and passed it out to students in a number of schools.

Note: Having complete sets of short algorithms was very unusual in the 1980's (combining 2 algs in 1-look was a common solution). Kenneth Gustavsson suggested the same LL-method ('Fish & Chips') in 2005 but with VHF2L and the rest in two clearly defined steps, EP + 1 corner (36 cases, the 'fish' step) and then L3C (22 cases, the 'chips' step), this makes a 2-look ZBLL, often a little more effective than COLL/EPLL.

Anthony's Turn Counting Protest: I have never understood why the turn counting rules/standards follow a 'range of motion metric' rather than an 'efficiency metric'. Solving for fewest turns is a challenge in efficiency to start with, so the metric should also be based on efficiency. In my opinion the most sensible way to count turns is to figure that any parallel singular motion of the cube is one turn. This would also make the rules far simpler. Experienced cube solvers know that anti-slices and even imbalanced antislices can be easier to operate than slices and sometimes easier than 180 singles. Another point is that there are many ways to fine-tune solves by adding more anti-slices, and so none of these will count the way it works now. For example, I far prefer solving the U (headlights) with R L U2 R' U' R U' R' L' U2 L U L' U, which works out to just 12 very easy to perform turns once you define the antislice into the metric (using Snyder Notation the same algorithm: R+@' U2 R' U' R U' R'@+ U2 L U L' U). This requires only 12 parallel singular motions, which is in my opinion more efficient than the 13 turn F U' R2 U R2 U F U' F2 D R2 D' R2]. Another example is the H-PLL, which can take just 6 turns using the Snyder Metric.

See Also

Tony Snyder wrote: In 1983 I set the world record for unassisted play on a video game called Q*Bert at a place called Showbiz Pizza in Minneapolis. I decided to solve the cube before starting and then again after, just to see what condition my mind would get to. Before starting the game I solved the cube in 31 seconds (early am, bad time). Then I spent half the week playing Q*Bert non-stop, finishing after 57 hours of continuous play and no sleep. I was awake for 3 hours before it started. So after 60 hours of no sleep I then solved the cube in 25 seconds. They showed some of this on local TV, and they did a write-up in March 1984 Electronic Games Magazine. BTW, I unexpectedly went colorblind for about 30 minutes during play, then recovered - lost about 300 Q*Berts during that time, but I had over 800 saved up so it was no big deal.




If you have edges oriented when starting the last layer you can often do using only Sune, double Sune (or inverse and/or mirrors), J-PLL a/b or U-PLL a/b for the first look. Here are a couple of examples that show how this is done:

Scramble                                 Solution
F U F' L2 B' U' B U L2 F U' F' U         AUF to U-PLL a on the left side, (L3C 3-twist).
L' U R U' B2 U' B2 U B2 R' L U'          AUF J-PLL b, (L3C 'Anti Niklas')
B' F R2 U' R2 U R2 U F' U' B U'          J-PLL b, (L3C Niklas)
R2 F2 R2 U R' F2 R U' R2 F2 R U R U      left side double Antisune (L' U2 L U...)
R' F U2 F U L' U L F U' F U F R U2       left side double Antisune (again!)
B L2 F' D F' D' F2 L2 B' U'              y J-PLL a (setup L' before the y for 1LLL)
L U2 L D' B2 D L' U2 L D' B2 D L2 U'     y2 left Antisune.

Sometimes more than one of these solutions are possible. Working like this solves the step in an easy 2:5 times, maybe more. It is effective, fast and OH-friendly, but recogniton for the sune/doublesune cases is horrible without loads of practice. For the cases where two opposite edges needs to be swapped COLL is a recommended alternative and for the cases with edges correct, one or two look L4C.