Difference between revisions of "Ortega Method"

m (Bryce Springfield moved page Ortega Method to Varasano Method: Name change)
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{{Method Infobox
 
{{Method Infobox
|name=Ortega
+
|name=Varasano
 
|image=Ortega.gif
 
|image=Ortega.gif
|proposers=[[Victor Ortega]] <br/> [[Josef Jelinek]]
+
|proposers=[[Jeff Varasano]] <br/> [[Victor Ortega]] <br/> [[Josef Jelinek]]
|year
+
|year=1981, later reintroduced in 2001
|anames=Varasano
+
|anames=Ortega
 
|variants
 
|variants
|steps=3
+
|steps=3 (Solve D face, Solve U face, [[PBL]])
|algs=12, 11 min
+
|algs=11 to 12
 
|moves=20
 
|moves=20
 
|purpose=<sup></sup>
 
|purpose=<sup></sup>
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}}
 
}}
  
The '''Ortega Method''' is a 2x2 and 3x3 [[speedsolving]] method named after [[Victor Ortega]]. It was independently invented by [[Victor Ortega]] and [[Josef Jelínek]]. It is mostly popular as an intermediate 2x2 solving method.
+
The '''Varasano Method''', formerly known as the '''Ortega Method''', is a 2x2 and 3x3 [[speedsolving]] method. The old name was named after [[Victor Ortega]] and the current name was named after . It was independently invented by [[Victor Ortega]] and [[Josef Jelínek]]. It is mostly popular for being an intermediate 2x2 solving method.
  
  
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== As a 2x2x2 Method ==
 
== As a 2x2x2 Method ==
  
After a [[3x3x3]] method, the next step for most people is the '''Ortega method'''. First, solve one [[face]] intuitively; don't worry about solving a [[layer]], because the face will be [[permutation|permuted]] later. Second, [[orientation|orient]] the opposite face, using the same [[OLL]] algorithms as on 3x3x3 (or more efficient ones if you want - see algs below). Finally you permute both layers at the same time ([[PBL]]). The last step sounds difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn (11 without reflections).
+
Using Varasano as a 2x2x2 method first involves solving one [[face]] intuitively; don't worry about solving an entire [[layer]], because the face will be [[permutation|permuted]] later. Second, [[orientation|orient]] the opposite face, either by using the same [[OLL]] algorithms as on 3x3x3 or by using more efficient ones made for 2x2x2 (see below). Finally, you permute both layers at the same time by using [[PBL]]. The last step may sound difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn (11 without reflections).
  
 
For the first face, without [[colour neutral]]ity, the average move count in [[HTM]] is a surprisingly low 3.97, and no cases require more than 5 turns. Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.
 
For the first face, without [[colour neutral]]ity, the average move count in [[HTM]] is a surprisingly low 3.97, and no cases require more than 5 turns. Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.
  
The case shown in the picture is known as Sune.
+
The case shown in the picture in the method information box is known as [[Sune]], one of the OLL cases.
  
 
== As a 3x3x3 Method ==
 
== As a 3x3x3 Method ==
Using Ortega as a 3x3x3 method involves first solving the [[corner]]s completely, followed by insertion of the D layer [[edge]]s, and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted. @see rubikscube.info link below..
+
Using Varasano as a 3x3x3 method involves first solving the [[corner]]s completely, followed by insertion of the D layer [[edge]]s, and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted. @see rubikscube.info link below..
  
 
== See also ==
 
== See also ==
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* [[Guimond Method]]
 
* [[Guimond Method]]
 
* [[EG Method]]
 
* [[EG Method]]
 +
* [[CLL]]
  
 
== External links ==
 
== External links ==
 +
* [https://youtu.be/054bInnL8YY Why the Ortega method was renamed to the Varasano method]
 
* [http://rubikscube.info/ortega.php rubikscube.info]
 
* [http://rubikscube.info/ortega.php rubikscube.info]
 
* [http://erikku.er.funpic.org/rubik/2x2_ortega.html funpic.org]
 
* [http://erikku.er.funpic.org/rubik/2x2_ortega.html funpic.org]

Revision as of 05:26, 30 May 2016

Varasano method
Ortega.gif
Information about the method
Proposer(s): Jeff Varasano
Victor Ortega
Josef Jelinek
Proposed: 1981, later reintroduced in 2001
Alt Names: Ortega
Variants: none
No. Steps: 3 (Solve D face, Solve U face, PBL)
No. Algs: 11 to 12
Avg Moves: 20
Purpose(s):

The Varasano Method, formerly known as the Ortega Method, is a 2x2 and 3x3 speedsolving method. The old name was named after Victor Ortega and the current name was named after . It was independently invented by Victor Ortega and Josef Jelínek. It is mostly popular for being an intermediate 2x2 solving method.


Naming Dispute

As a 2x2x2 Method

Using Varasano as a 2x2x2 method first involves solving one face intuitively; don't worry about solving an entire layer, because the face will be permuted later. Second, orient the opposite face, either by using the same OLL algorithms as on 3x3x3 or by using more efficient ones made for 2x2x2 (see below). Finally, you permute both layers at the same time by using PBL. The last step may sound difficult but there are only 5 possible cases, so it is quick to learn. In total, there are 12 algorithms to learn (11 without reflections).

For the first face, without colour neutrality, the average move count in HTM is a surprisingly low 3.97, and no cases require more than 5 turns. Because of this inspection is just a few seconds, advanced users benefit from that and uses the remaining inspection time to predict the OLL case, or even the whole solve.

The case shown in the picture in the method information box is known as Sune, one of the OLL cases.

As a 3x3x3 Method

Using Varasano as a 3x3x3 method involves first solving the corners completely, followed by insertion of the D layer edges, and 3 of the U-layer edges. The mid-layer edges are then oriented during placement of the final U-layer edge, and finally the mid-layer edges are permuted. @see rubikscube.info link below..

See also

External links

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