Canonical Moves
If you were handed a physical 2x2x2x2 without explanation, it is not obvious how you would turn it as a puzzle. This is why the official canonical moveset exists. These are comprised of the basic moves that the community agrees on. Only these moves can be used for official solutions in the Hall of Fame.
Watch [Melinda's video] for a detailed overview.
Contents
History
Insert history here.
Canonical Moves
Simple Rotation
You can 4D rotate the puzzle by rotating the cubic halves along each other symmetrically, such that the puzzle state stays the same. However, this does not allow you to reach every orientation of the puzzle. The gyro algorithm is necessary for reaching the rest of the orientation.
Cube cell turns
You can rotate the 2 cubic cells in any way you want, as this corresponds perfectly with rotating them on the physical puzzle. Melinda's video calls this an "arbitrary half puzzle juxtaposition".
Long cell turns
180 degree twists of the long cells, essentially like a 2x2x4 cuboid.
Gyro
Debated Moves
Since the beginning of the canonical moveset, solvers have had to compromise which moves should be and should not be allowed.
Most notably, Luna and others' ideas that the moves on the physical 2^4 should correspond as precisely as possible to the virtual 2^4. Things that could be included that aren't:
- Ux2 and Uy2
- 1/2 gyro move. This is a short sequence of moves that gyros one of the long faces.
- More I cell reorientations using short sequences of moves