10 Move Memoless (10MM) Method
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10 Move Memoless (or 10MM) is a Flip method for the Clock. As the name suggests, this method solves the clock with 10 moves maximum (6 simple moves and 4 simul moves) and has no memo. This method was previously called "Forced Skip" because it skips two corners and two AUFs.
Tutorial
Pin order: DR UL UR U x2 DR UL UR U dl \
(The pin order might be changed to fit any “good” pin order)
(Whenever it says to solve cross to a piece such as R or L, it is the way you would solve the cross in Flip)
- DR: (simul) match C to U and UL to L
- UL: solve cross to R
- UR: solve cross to L
- U: solve cross to D
- x2
- DR: (simul) match C to U and UL to L
- UL: (simul) match cross pieces to R and DR to D (use UR dial to move DR corner)
- UR: Solve cross to L
- U: Solve cross to D
- dl: match UR to DL using the 1 of the 3 up pins
- \ (UL and DR): Solve the rest (Match everything to twelve)
A more compact version of the execution (left hand, right hand):
- DR(UL to L, C to U)
- UL(C to R)
- UR(C to L)
- U(C to D)
- x2
- DR(UL to L, C to U)
- UL(C to R, DR to D) -> Use UR dial to move DR corner
- UR(C to L)
- U(C to D)
- dl(UR to DL)
- \(All to 12)
Example solve
Scramble: UR3- DR2- DL4- UL6+ U6+ R3+ D1- L3- ALL0+ y2 U5- R4- D2- L4- ALL1+
Starting on the face the scramble ended on:
1- DR: 2+ on DR dial, 4+ on UL dial
2- UL: 4+ on UL dial
3- UR: 2+ on UR dial
4- U: 1- on UR dial
Flip: x2
5- DR: 3+ on DR dial, 2- on UL dial
6- UL: 2+ on UL dial, 5+ on UR dial
7- UR: 2- on UR dial
8- U: 5- on UR dial
9- dl: 5- on UR or UL dial
10- \: 3- on UL dial, 2+ on UR dial
Note: For moves 1, 4, 5, 6, 8, 9 and 10, you don’t need to turn the same dials as shown because multiple pins may be up (for example during a U move both the UR and UL dials could be turned) although, using the dials in the example solve is recommended (for example, in move 9, you could turn the DR dial, but turning lower dials is not as fast as turning upper dials)
Lucky cases
Edge skips
1- Center-edge pair: this can skip a move on the first side if it is a C and R pair, and a move on the first or second side if it is a C and U pair.
C and R pair example scramble (first side only):
UR3- DR2- DL4- UL6+ U6+ R3+ D1- L3- ALL0+ y2 U5- R4- D2- L0+ ALL1+
In this scramble, UL move can be skipped, so the first 3 moves are DR(4+,2-) UR2+ U3+ for the first cross (the rest of the solve is the same)
C and U pair example scramble:
UR3- DR2- DL4- UL6+ U6+ R3+ D3+ L3- ALL0+ y2 U5- R4- D0+ L4- ALL1+
In this scramble, DR move can be skipped. The UR move should make a 2x2 block around UL by doing UR(6+,4+). The rest of the solve is done as normal.
2- Edge-edge pair: this can skip a move on either sides if it's an L and U pair or a D and R pair.
L and U pair example scramble:
UR3- DR2- DL4- UL6+ U6+ R3+ D1- L3- ALL0+ y2 U5- R2- D2- L4- ALL1+
In this scramble, DR move should make a 2x2 block around UL by doing DR(4+,2+). The UR move is skipped and the rest of the solve is done as normal.
R and D pair example scramble:
UR3- DR2- DL4- UL6+ U6+ R3+ D1- L3- ALL0+ y2 U5- R4- D2- L5- ALL1+
After doing the first 2 moves as normal, C should be matching U, R and D. In this situation, you can use an R move to mach the cross to L. So the first 3 moves in the example scramble would be DR(4+,2+) UL5+ R2+
(Additionally, if you are doing this skip on the second side, DR corner should be solved as well)
Corner skips
In this method, corner skips are still doable but they only skip half of a simul move making them a simple move so they aren’t as good. UL paired with U corner skips are pretty easy, you just do them the same way as Flip, but DR paired with D corner skips require a y2 rotation and a slightly different 1st cross.
Other pin orders
As long as your pin order never has either DL or DR pin up, you can use it for 10MM.
Basically, if you never have the DL pin up, then the first side is always just a sequence of 1 simul move and 3 simple moves to solve the cross + the UL corner (they don’t have to point to 12 before flipping). Then the second side is just solving the cross + the UL and DR corners with 2 simul and 2 simple moves and finishing the solve by matching UR to DL and moving all to 12 with \ move. As long as this structure is followed (or a mirror of it) any pin order can be used.
Pros
- Versatile for pin orders.
- 4 moves less than Pochmann (Flip)
Cons
- Hard to get used to for who is used to Pochmann due to it's completely different solving order.
See also
External links
- TetraWaffle Doc
- NotMeCubes Tutorial
- Franklin Yuan Tutorial (with 2 alternative pin orders)
