Difference between revisions of "3^4"

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(Notation and 2-gen "3^3" moves)
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Each cell has 6 ways to rotate, UDFBRL. <br>
 
Each cell has 6 ways to rotate, UDFBRL. <br>
 
The cell to be rotated is first stated, followed by the rotation. ex. RR,AF,RR,AF',RR'. For general moves, use - (for blank, this is used for writing move subsets)<br>
 
The cell to be rotated is first stated, followed by the rotation. ex. RR,AF,RR,AF',RR'. For general moves, use - (for blank, this is used for writing move subsets)<br>
<RR,A-> moves mean to only use RR and A moves. This method is used by Matthew Sheerin.
+
<RR,A-> moves mean to only use RR and A moves. This method is used by Matthew Sheerin. <br>
 +
(Pictures needed for examples)
  
 
==Sheerin-Zhao method (hybrid)==
 
==Sheerin-Zhao method (hybrid)==
 +
This method is an attempt to make a 4D analogue of the Friedrich, or CFOP method. Using this method results in around 650 to 1000 moves. This method needs significant improvement because of the move count required for the last layer.
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===Summary===
 
===Summary===
 
1. cross <br>
 
1. cross <br>

Revision as of 15:23, 5 August 2012

Roice Method

This method is the 4D version of the "ultimate solution for the rubik's cube's.
check it out here: [1]

Notation and 2-gen "3^3" moves

Notation is similar to that of the 3^3. There are 8 cells, UDFBRL and AK, with K being the hidden (nearer) cell and A the farther cell.
Each cell has 6 ways to rotate, UDFBRL.
The cell to be rotated is first stated, followed by the rotation. ex. RR,AF,RR,AF',RR'. For general moves, use - (for blank, this is used for writing move subsets)
<RR,A-> moves mean to only use RR and A moves. This method is used by Matthew Sheerin.
(Pictures needed for examples)

Sheerin-Zhao method (hybrid)

This method is an attempt to make a 4D analogue of the Friedrich, or CFOP method. Using this method results in around 650 to 1000 moves. This method needs significant improvement because of the move count required for the last layer.

Summary

1. cross
2. f2l
3. s2l
4. oll
5. fpll
6. pll

Method

1. Make a cross by solving 8 2C pieces on the far cell.
2. Fill in F2L slots by joining F2L pairs (2C/3C) together and inserting them into their respective slots.
3. Fill in S2L slots. This is done by moving a 3C piece and its respective 4C piece onto the farthest cell (i.e. the last layer). Then, OLL algorithms are used to orient the pieces so that they can be joined using <RR, A-> moves. They are then inserted by using more <RR, A-> moves.
4. Orient the LL 2C and 3C using OLL algorithms. Try to get as many corners oriented as possible as well. Setup moves are highly recommended here.
5. Permute the 2C of the LL using U-perms.
6. Solve the LL like a 3^3 by using <RR,A-> moves.
7. If the "top face" of the LL is 180 degrees off from the rest of the puzzle, use the <RR,A-> variant of the supercube centers algorithm (R U R' U five times).