Ortega Method

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Revision as of 01:31, 12 December 2016 by QuackBlack (talk | contribs) (QuackBlack moved page Varasano Method to Ortega Method over redirect)
Ortega method
Information about the method
Victor Ortega
Josef Jelinek
Proposed: 1981, later reintroduced in 2000
Alt Names: Ortega
Variants: none
No. Steps: 3 (Solve D face, Solve U face, PBL)
No. Algs: 11 to 12
Avg Moves: 25-30

The Varasano Method, formerly known as the Ortega Method, is a 2x2 and 3x3 speedsolving method. It was originally named after Victor Ortega from 2000 to 2015 before the name was replaced and renamed after It is mostly popular today for being an intermediate 2x2 solving method.

Naming Dispute

Victor Ortega is credited for creating the Oretga method. Victor Ortega popularized the method, it was often called the Ortega method. It is similar to a method created by Jeffrey Varasano, but is not the same thing for a few different reasons.

Later on in 2015, competitive cuber and YouTube content creator Christopher Olson did research about the creation of the Ortega method. In a booklet, he had found a 3x3 method originally used by Jeffrey Varasano, the 1981 US national champion for the Rubik's cube, in 1981, explaining how he solved a Rubik's cube in under 45 seconds. His method started off with solving the corners, then the edges, similar to the method used by Minh Thai to get the former world record single in 1982. But, the method for solving the corners turned out to have the same steps as the "Ortega" method. Victor Ortega even admitted that his method was inspired off of Jeff Varasano's 3x3 method, according to Chris Olson. This led to Chris creating a video to rename the Ortega method to the Ortega method and to explain why the name change is occurring. Though this does not mean that Ortega is the same as Varasano's method. That would be like saying all corner first method's are created by Varanso, which is simply not accurate.

As a 2x2x2 Method

Using Oretga 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