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The Method 1. Make a cross on the top layer 2.

Insert the corners to make the top layer complete 3. Insert the middle layer edges 4. Make a cross on the bottom layer 5. Rotate the corners to make the bottom color complete 6. Swap corners to fix the bottom corners 7. Swap (or carousel) edges to fix the bottom edges. The symbols in the standard notation are the first letters from the names of the sides. So we have R - Right L - Left U Up D - Down B - Back F Front. A very important aspect of the cube is that the center pieces are fixed. They cannot move. Colors or the side of the cube youre looking at are actually not relevant for the effect of an algorithm. Additionally there are three other important symbols that are used to describe rotations of the complete cube. They are named after the mathematical X, Y and Z axis and therefore really hard to remember (if youre bad at math, that is)... That's why I give you an alternative that is easier to read. X - Rotate cube looking at Right face (also [r]) Y - Rotate cube looking at Up face (also [u]) Z - Rotate cube looking at Front face (also [f]) Step 1: the cross The cross, actually a plus sign, can be made completely intuitively. Nevertheless, it is very important to do it fast in order to get a good solving time. After a week practice, you should be able to get to at most 10 seconds. A solution to the cross can always be found in 8 moves or less. I recommend starting with the same color every time. Most people prefer white, because it stands out. Now the real speedcubers make that cross on the bottom, which seems a little weird, but it helps in looking ahead to the second layer. You actually only need four simple algorithms: put the front-bottom sticker on topfront D'L' F L put the front-top sticker on top-front F U' R U put the front-right sticker on top-front U' R U put the front-left sticker on top-front U L' U' Step 2: the top layer The top layer is half done already. All that needs to be done are the four corners. Basically, you only need three moves. Lets consider the corner on the right front. Algorithm to use depends on the position of the sticker (sticker) that you want to go on top. First make sure the cubie is on the down-right-front, and it needs to go to up-rightfront. Now look at the sticker of the down cubie that has the color of your top layer. Sticker is on the right R' D' R sticker is on the front F D F' sticker is on the bottom (right down corner) R' D' R D (3 times) the last algorithm means: repeat the algorithm in brackets three times. There are shorter algorithms for this one, but the one chosen here is very easy to remember.

Step 3: the middle layer Congratulations. You just solved one layer. This is the point where most people get stuck, and where 'intuition' fails to help. However, a couple of simple logical steps can help you solve this layer. At this point, it is obvious that moving any of the six possible layers except for the bottom layer will disrupt your beautiful top layer. That is why you will have to break the first layer in order to make the second one. What we do here is basically the same thing over and over again for every cubie. Even the most advanced systems are always based on this step: You connect the corner with its rightful neighbor edge, and then they travel into their 'slot'. You will need only one algorithm, and it's mirror to solve the second layer! Follow these steps to do this: Turn the bottom layer until one of the center pieces 'connects' to the center of one of the edges that should go to the middle layer. There are four of these edges, do not be confused when some other edge lines up with the center, these are the other four edges that should go on the bottom. So check the bottom to see if the edge is one that goes in the second layer. Once you have it lined up with the center piece, keep the center piece in front of you. If the piece has to go to the left side in the second layer, perform F D F D F D' F' D' F' D' If the piece has to go to the right side in the second layer, perform F' D' F' D' F' D F D F D Step 4: the Last Layer cross This is an easy step, which needs only one algorithm for this cross, you really only need one short algorithm. First, lets look at the three possible situations for the last layer. The cross is already there. Two opposing edges are flipped Two adjacent edges are flipped For both cases, make sure one of the flipped edges is in the front, and the other one is either on the left, or on the back. Then perform this algorithm: F D L D' L' F' this one flips adjacent edges (front and left). You will have to perform it twice for the situation where opposing edges are flipped (front and back). Alternatively, you can use the reversed algorithm instead of performing the algorithm twice. To make a reversed algorithm you read from right to left and invert the moves: F L D L' D' F' Step 5: Rotate (orient) corners Again, this is an easy step, which needs only one algorithm. The problem with this one though, is that it covers a whole bunch of situations, which I will recite now. All cases are distinct in the way the bottom layer stickers are oriented. So look at those very carefully. Two corners are flipped. Keep the corners in the front. This falls in two categories: The bottom stickers are pointing the same way. Keep the stickers facing the right, then perform R' D2 R D R' D R L D2 L' D' L D' L' The bottom stickers are pointing sideways. Keep both corners on the left, Perform: R' D2 R D R' D R L D2 L' D' L D' L'

Three corners are flipped. Turn the bottom layer until you see a solved corner and an unsolved corner in the front face. Make sure to have one sticker with the color of the bottom layer on the front as well. If the left corner is solved, use R' D' R D' R' D2 R If the right corner is solved, use the mirror L D L' D L D2 L' Four corners are flipped. This falls into two categories All stickers are opposing. Keep the stickers on the left and right faces, then perform R' D' R D' R' D2 R R' D' R D' R' D2 R The back stickers are pointing the same way, and the front stickers are pointing sideways. This is called hands-and-legs (as you can hopefully imagine). Perform R' D' R D' R' D2 R [u] R' D' R D' R' D2 R Step 6: Swap (permute) corners Again, this is an easy step, which needs only one algorithm. This is getting boring... And guess what? You already know at least half of this algorithm, because it is the same as in step 5. Keep the correct corners on the left, and the corners to be swapped on the right face. Perform: L D' R' D L' D' R R' D' R D' R' D2 R You may have to perform this algorithm twice in case three or four corners were swapped. Step 7: Carrousel (cycle) edges Again, this is an easy step, which needs only one algorithm. Did I say that before? We have a couple of categories: No edges are swapped. This should be easily recognizable, because YOUR CUBE IS SOLVED. You lucky bastard. Two edges are swapped. Again, some asshole messed with your cube. I think it's time for some martial art lessons here. Three edges are swapped. Ok, now we're getting somewhere. Keep the solved edge in the back, and then look at the front center color. If the edge with that color is on the right, then use R' D' R D' R' D2 R [u] L D L' D L D2 L' If it is on the left, use L D L' D L D2 L' [u'] R' D' R D' R' D2 R Four edges are swapped in opposing pairs. Just perform the previous algorithm, and you will be left with the three cycle. Four edges are swapped in adjacent pairs. Just perform the previous algorithm, and you will be left with the three cycles. You get the idea.

Algorithms - (F'D')*2F' D (FD)*2 - (FD)*2FD' (F'D')*2 - (R'D'RD)*3 - D'L'FL - FDF' - FDLD'L'F' - FU'RU - LD'R'DL'D'RR'D'RD'R'D2R - LDL'DLD2L' - LDL'DLD2L'y'R'D'RD'R'D2R - R'D'R - R'D'RD'R'D2R - R'D'RD'R'D2RR'D'RD'R'D2R - R'D'RD'R'D2RyLDL'DLD2L' - R'D'RD'R'D2RyR'D'RD'R'D2R - R'D'RD'R'D2RLDL'DLD2L' - R'D2'RDR'DRLD2L'D'LD'L' - U'RU - UL'U' Cube Lingo F2L -First Two Layers F2L -Method a method which does First and Second layer in 1 step LL -Last Layer X Look -number of algorithms needed for the last layer, e.g. 4 Look Move -A turn or double turn of one of the six colored sides Prime -A counter clock wise move, e.g. R Prime (or R-, R', R-1) Algorithm -predefined sequence of moves Method -combination of algorithms that can be used to solve a cube Piece -one of the 20 detachable little cubies Edge -piece one of the 12 edges Corner -piece one of the 8 corners Center -one of the six centers Orient -flip pieces so they turn 'in-place' OLL -orient last layer PLL -permute last layer Permute swap or caroussel 2 or more pieces PB -Personal best (time to solve a cube)

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