From cube-lovers-errors@curry.epilogue.com Mon Jun 10 14:52:01 1996 Return-Path: cube-lovers-errors@curry.epilogue.com Received: from curry.epilogue.com (localhost [127.0.0.1]) by curry.epilogue.com (8.6.12/8.6.12) with SMTP id OAA22153 for ; Mon, 10 Jun 1996 14:51:59 -0400 Precedence: bulk Errors-To: cube-lovers-errors@curry.epilogue.com From: ba05133@binghamton.edu X-Authentication-Warning: bingsun3.cc.binghamton.edu: ba05133 owned process doing -bs Date: Mon, 10 Jun 1996 10:21:57 -0400 (EDT) X-Sender: ba05133@bingsun3 To: Kristin Looney Cc: Norman Richards , CUBE-LOVERS@ai.mit.edu Subject: Re: Methods (Re: Speed cubing) In-Reply-To: Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII I am including my method for solving the cube. It enables me to solve the cube in 20 seconds on average (since I am not as fast as I used to be 14 years ago :-( ). 1. Do the four edges (white first) (2 sec.) 2. Put the white corner including the corresponding edge from the second slice. When you put all four white corners, two slices on the cube will be done. In this stage, almost no algorithms are necessary. Most positions can be solved with intuition. (4 x 2 sec = 8 sec.) 3. Turn all 8 small cubes from the last slice so that the last face has the same color. There are only 40 different positions (not counting symmetrical positions). On average, 10 moves are necessary to do this phase.(3 sec.). 4. Move the cubes in the last slice so that the cube is solved. There are only 13 different positions. On average, 10-15 moves are necessary. (4 sec.) For the whole system, 40+13=53 algorithms are necessary. One also needs about 8 short algorithms for the second phase. Altogether, 61 algorithms will enable you to solve the cube in 17 seconds on average, if you can turn 4 turns per second, and if you can minimize time gaps between algorithms. The handling of the last (3-rd) slice is probably the most efficient approach ane can come up with. One only needs to carry out two algorithms to do the 3-rd slice. That is very effective. Breaking the last slice into four stages (turn edges, turn corners, move edges, move corners) is less demanding on the algorithmic part, but needs much more moves and more idle time between algorithms. Jiri Fridrich