Difference between revisions of "BLL"
Danegraphics (talk  contribs) 
Danegraphics (talk  contribs) 

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'''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2Looks.  '''The 4LLL method''' adds 2 algorithms to be able to solve the edges in at most 2Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2Looks.  
−  '''The 3LLL method''' combines the two edge steps into 1  +  '''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]]. 
−  The algorithms given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809BLL3Look25alg in his thread]. Alternate algorithms can be found on the wiki ('''1  ELL''': [[LLEF]], '''2  CO''': [[Corner Orientation#OCLLEPPOCLLEPP]], '''3  CP''': [[CPLL]]).  +  '''The algorithms''' given by Steven can be found [http://www.speedsolving.com/forum/showthread.php?47809BLL3Look25alg in his thread]. Alternate algorithms can be found on the wiki ('''1  ELL''': [[LLEF]], '''2  CO''': [[Corner Orientation#OCLLEPPOCLLEPP]], '''3  CP''': [[CPLL]]). 
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.  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. 
Revision as of 18:16, 7 July 2014

BLL (Bauer Last Layer, a reference to Jack Bauer from the show '24') is an edges first LL method developed by Steven Mortensen in 20102011, and posted to the forums in 2014. The method was developed overtime, first starting as a LL method with only 4 algorithms, 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.
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.
The novelty of the method is the reduced number of algorithms required to achieve a 3LLL.
Method Description
The order of operations for this method is:
 1  Orientation of edges
 2  Permutation of edges
 3  Permutation of corners
 4  Orientation of corners
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:
 1 EO  M’ U’ M U2 M’ U’ M
 2 EP  U [R U R’ U R U2 R’](bracketed part will be used in corners as well)
 3 CP  R’ U L U’ R U L’ U’
 4 CO  [R U R’ U R U2 R’] + [L’ U’ L U’ L’ U2 L](mirror of the bracketed alg)
The 4LLL method adds 2 algorithms to be able to solve the edges in at most 2Looks, and 8 algorithms (6 excluding a mirror and a reuse) to solve the corners in 2Looks.
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.
The algorithms given by Steven can be found in his thread. Alternate algorithms can be found on the wiki (1  ELL: LLEF, 2  CO: OCLLEPP, 3  CP: CPLL).
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.