http://wiki.superliminal.com/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter=Superliminal Wiki - New pages [en]2022-09-27T04:15:31ZFrom Superliminal WikiMediaWiki 1.25.1http://wiki.superliminal.com/wiki/Markk%27s_Physical_PuzzlesMarkk's Physical Puzzles2022-09-19T14:13:29Z<p>Markk: </p>
<hr />
<div><br />
== 2D Physical pyraminx ==<br />
We can construct a physical pyraminx by taking a top-down orthographic view of the puzzle and then project it, making sure each piece type has the same shape in the projection so they are interchangeable. Doing this, we get an interesting 2D physical puzzle that looks like the wireframe of a tetrahedron projected in 2D, but with some of the lines disconnected. This is because we can't project a tetrahedron into 2D without unevenly distorting the shape or without having breaks in the shape.<br />
[[File:2d_pyraminx_wireframe.png|thumb|Image showing the correlation between the top down orthographic view of the pyraminx, the 2D physical pyraminx and the wireframe of the pyraminx]]<br />
[[File:2d_pyraminx.png|thumb|200px|left|Drawing showing(from top to bottom)pyraminx, pyraminx with bandaged tips and 4x4 pyraminx/Master pyraminx]]<br />
<br />
== Moves ==<br />
The canonical moves on the physical 3x3 pyraminx are: trivial tip rotation, edge bimutation(binary permutation)/edge migration, simple rotation and the gyro algorithm<br />
<br />
'''Edge Bimutation'''<br />
<br />
----<br />
Because of the projection, some of the edges/2Cs are disconnected, appearing connected to only one corner/3C, when in reality they are between two 3Cs, so the outer edges can be positioned so they touch any of its two corresponding 3Cs.This move is called edge bimutation(binary permutation) because the outer 2Cs can be moved between two positions.<br />
[[File:Physical_pyraminx_edge_bimutation.gif|right|frame|Animation showing edge bimutaion/edge migration]]<br />
<br />
'''Simple Rotation'''<br />
<br />
----<br />
This move is performed by first migrating all the edges of a 3C so they are all touching it, then rotating the 3C with the 2Cs. This move and the trivial tip rotation are the only scrambling moves of the pyraminx.<br />
[[File:Physical_pyraminx_simple_rotation.gif|frame|left|Animation showing a simple rotation]]<br />
<br />
'''Gyro Algorithm'''<br />
<br />
----<br />
The gyro algorithm is a way of performing a "cube rotation" on the physical pyraminx, without affecting the state of the puzzle. The gyro starts with the outer edges in the shape of a pinwheel, then one edge is migrated such that it forms a "flower"(3Cs with all its 2Cs touching) opposite of the side that we want to become the outside face, then we move the remaining outer 3Cs and 2Cs on the "flower". After the gyro we can see that the face opposite the "flower" and the outside face have swapped places and the pinwheel shape is mirrored(anticlockwise if it started clockwise and vice versa).<br />
[[File:Physical_pyraminx_gyro.gif|frame|right|Animation showing the gyro algorithm]]<br />
<br />
== Illegal and Impossible states ==<br />
The physical pyraminx can not only be put in an illegal state, but it can be also put in an ''impossible'' state. An impossible state is a state that can't be reached on a true pyraminx, not even by dissassembling and reassembling the puzzle randomly. In this case, the impossible state of a physical pyraminx is when one or more of the 2Cs occupy the same slot.This state can be achieved because of the disconnects in the outer 2Cs with the 3Cs.<br />
[[File:Physical_pyraminx_impossible_case.gif|frame|left|Animation showing the physical pyraminx being put in an ''impossible'' state]]<br />
[[File:Pyraminx_impossible_case_.gif|frame|right|Anmation showing a true pyraminx being put in an ''impossible'' state]]<br />
== 3D Physical Simplex ==<br />
The 3D physical simplex/4D pyraminx/pentachoron/5-cell can be constructed in a similar way to the physical pyraminx, take the top-down orthographic projection of a pentachoron, making sure each piece type is the same shape so they are interchangeable.Doing this we end up with something that looks like the wireframe of a pentachoron with some lines disconnected.<br />
Another thing to note about the 4D pyraminx is that it has center pieces/1Cs, which the pyraminx doesn't have, so we have to account for them in the design.<br />
[[File:5-cell.png|thumb|centre|500px|Render showing(from left to right)simplex, simplex without centers and bandaged trivial tips]]<br />
<br><br />
== Moves ==<br />
The canonical moves on the physical 4-simplex are: trivial tip rotation, edge bimutation(binary permutation)/edge migration, center migration, simple rotations, compound rotations and the gyro algorithm<br />
<br />
'''Edge Bimutation'''<br />
<br />
----<br />
[[File:5-cell edge bimutation.gif|thumb|centre|Animation showing edge bimutation/edge migration]]<br />
'''Simple Rotation'''<br />
<br />
----<br />
There are 4 simple rotations. These moves are performed by first migrating all the 3Cs and all the 1Cs of a 4C so they are touching it, then rotating. Doing multiple simple rotations at once is called a compound rotation.<br />
[[File:simplex rotation 1.gif|thumb|left|Animation showing the clockwise simple rotation no.1]]<br />
[[File:Simplex rotation 2.gif|thumb|left|Animation showing the clockwise simple rotation no.2]]<br />
[[File:Simplex rotation 3.gif|thumb|left|Animation showing the clockwise simple rotation no.3]]<br />
[[File:Simplex rotation 4.gif|thumb|left|Animation showing the clockwise simple rotation no.4]]<br />
'''Gyro Algorithm'''<br />
<br />
----<br />
The gyro algorithm is easier on the physical 5-cell than on the physical pyraminx, because in the pinwheel edge configuration there is already a "flower" formed. The gyro also has the same proprieties as the physical pyraminx gyro(mirroring the pinwheel and swapping the cell opposite the flower with the outside cell).<br />
[[File:Physical simplex gyro.gif|thumb|centre|Animation showing the gyro on the physical 5-cell]]<br />
<br />
== Illegal and Impossible states ==<br />
Like the physical pyraminx, the physical 5-cell can also be put in an ''impossible'' state.<br />
<br><br />
[[File:Physical simplex impossible case.gif|thumb|centre|Animation showing the physical 5-cell being put in an ''impossible'' state]]</div>Markkhttp://wiki.superliminal.com/wiki/Canonical_MovesCanonical Moves2022-09-11T05:57:01Z<p>Blobinati: </p>
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<div>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. <br><br />
Watch [[https://www.youtube.com/watch?v=DzRH8BOJL8Q Melinda's video]] for a detailed overview.<br />
<br />
=History=<br />
[[File:2222rotating.png|thumbnail|left|200px|The original diagram]]<br />
Before the first prototype of the 2^4 was made, Melinda's diagram (at left) showed the simple rotations of the puzzle. It was obvious that you could rotate those 2 sides in any way you wanted. Gradually, through mailing list community consensus, the move set was narrowed down to just a couple of moves, plus a gyro. These moves are listed below. <br><br />
The canonical moves don't include some moves that are easy to show their relationship to the virtual puzzle. For example, a Ux2 move maps to the physical puzzle in a fun way, but isn't included. Check out [[https://www.youtube.com/watch?v=wwwEUH_dfs4|Rowan's video]] to see some extra moves that could theoretically be included in the future.<br />
<br />
=Canonical Moves=<br />
<br />
==Simple Rotation==<br />
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 orientations.<br />
<br />
==Cube cell turns==<br />
<br />
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". <br><br />
The notation for these moves is to use the Rubik's Cube notation with x, y, & z rotations. x goes in the same direction as R, y is like U, and z is like F. Any reorientation is generally considered to be 1 move. For example, doing Rx,y2 would be 1 move.<br />
<br />
==Long cell turns==<br />
From the horizontal position, the long cells are the U, F, D, & B cells. They can be twisted as if they were the sides of a 2x2x4 cuboid. These moves are notated U2, F2, D2, or B2. Technically their rotational plane should be specified more, as on the virtual puzzle, U2 could mean Ux2, Uy2, or Uz2. However, only one of these twists is canonical for each side. These are Uy2, Fz2, Dy2, and Bz2.<br />
<br />
==Gyro==<br />
<br />
[[File:GyroGif.gif|thumbnail|left|300px|One possible gyro algorithm]]<br />
In order to access full turns of other sides, it is needed to 4 dimensionally rotate the puzzle in such a way that the x axis stickers change. This is called a "gyro". There are many possible gyro algorithms, all of which have to use some sort of illegal (non-canonical) twist at some point. Watch [[https://www.youtube.com/watch?v=d2Fh_1m0UVY Melinda's video]] on gyro algorithms. <br><br />
"The gyro basically rapidly disassembles and reassembles the puzzle in the same state but rotated 4 dimensionally" - [[Markk's Physical Puzzles|Markk]]</div>Blobinatihttp://wiki.superliminal.com/wiki/Physical_PuzzlePhysical Puzzle2022-09-05T09:19:52Z<p>Markk: </p>
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<div><br />
== Definition ==<br />
In the context of hypercubing, a physical puzzle refers to an N+1 dimensional puzzle projected in N dimensions, such that the projection is operationally equivalent, i.e. the projection "emulates" the true puzzle. Usually, if not specified, it is used to refer to a 4D puzzle projected into 3-space.<br />
<br />
== 2D Physical Puzzles ==<br />
<br/><br />
[[File:2d_physical_puzzles_v2.png|500px|thumb|left|Drawing showing (from top to bottom, left to right)2^3, 2x2x3, 2x3x3, 3^3, 2x2 pyraminx, 3x3 pyraminx, bandaged 3x3 pyraminx, bandaged 4x4 pyraminx]]<br />
<br />
When designing 3D physical puzzles, it's a good idea to try and step down the problem by first looking at what the 2D physical analog would look like. For example, the 2^3, or by it's more recognizable name, the 2x2x2, can be projected down into 2D by splitting it in 2 halves and putting them next to each other along the X or Y axis. By doing this, the Z axis will coincide with the X or the Y axis, which will make certain moves inaccessible without the use of a gyro algorithm to reorient the puzzle (the gyro algorithm does a cube rotation). We can also see that the projected cubies aren't square shaped, and that is because a square doesn't have 3 fold symmetry. <br><br />
<br />
By the same logic, we can then build a 3D physical 2^4/2x2x2x2 - split the hypercube in 2 halves and put them next to each other along X, Y or Z axis, making certain moves inaccessible without the use of a gyro. We can see that the 2^4 can have the cubies be cube shaped because (by mathematical coincidence) a cube has 4 fold symmetry (a 2^4 cubie has 4 colors). <br><br />
<br />
Another thing to note is that physical puzzles don't have a true mechanism/way to hold the pieces together, so magnets are used to hold the puzzle together. Because we don't have a true mechanism, we need to limit the moves we are allowed to do by the canonical moves to make sure we aren't doing illegal moves on the puzzle. <br><br />
<br />
Another example is the 3x3 pyraminx. In this case we can take a top-down orthographic view of the puzzle and then project it, making sure each piece type has the same shape in the projection so they are interchangeable. Doing this, we get an interesting 2D physical puzzle that looks like the wireframe of a tetrahedron projected in 2D, but with some of the lines disconnected. This is because we can't project a tetrahedron into 2D without unevenly distorting the shape or without having breaks in the shape. This can then be scrambled and solved using its canonical moves (rotate 3C pieces with its 2Cs, by first making sure all its associated 2Cs are touching it). By the same logic one can construct a 3D physical simplex.<br />
[[File:2d_pyraminx_wireframe.png|thumb|right|Image showing the correlation between the top down orthographic view of the pyraminx, the 2D physical pyraminx and the wireframe of the pyraminx]]<br />
<br />
<br/><br />
== 3D Physical Puzzles ==<br />
<br/><br />
[[File:1080p_3d_physical_puzzles_v2.png|thumb|left|500px|Render showing (from left to right, top to bottom) Bandaged void simplex, simplex, 1x2x2x2, 1x3x3x3, 2^4, 2x2x2x3, 2x2x3x3, 2x3x3x3, 3^4]]<br />
The first physical puzzle was the [[2^4]], designed by Melinda Green in 2017. After this [[Grant's Physical 4d Puzzles|Grant]], Luna, Hactar and [[Markk's Physical Puzzles|Markk]] designed and built many other 3D physical puzzles based on Melinda's 2^4 design, like the 3^4, the simplex, and hypercuboids like the 2x2x3x3. There where attempts at designing shapeshifting physical puzzles with no success.<br />
<br />
== 3D Physical designs list ==<br />
Below is a table of physical puzzles, both produced and unproduced. <br><br />
<br />
<center><br />
{|border="1" cellpadding="5"<br />
|-<br />
!colspan="4"|<big>Physical Puzzles</big><br />
|-<br />
!Puzzle||Name(s)||Date Design Finished||Date Construction Finished<br />
|-<br />
|2x2x2x2||Melinda Green||2017||2017<br />
|-<br />
|2x2x2x3||Luna & Grant||6th December 2021||3rd February 2022<br />
|-<br />
|2x2x3x3||Grant & Hactar||17th January 2022||14th May 2022<br />
|-<br />
|2x3x3x3||Grant||17th January 2022||6th July 2022<br />
|-<br />
|3x3x3x3||Grant||8th February 2022||22nd July 2022<br />
|-<br />
|1xAxBxC series||Grant||3rd May 2022||Not constructed<br />
|-<br />
|1x1xAxB series||Grant||12th May 2022||Not constructed<br />
|-<br />
|Simplex||Markk||30th August 2022||Not constructed<br />
|-<br />
|pretty much any cuboid||Grant|| ||<br />
|}<br />
<br />
== Physical Shapeshifting Puzzles ==<br />
<br/><br />
Physical shapeshifting puzzles are hard to design, if not impossible, because of their shapeshifting nature. All the current 2D and 3D designs don't fully work, in some solved states appearing as they're scrambled.<br />
[[File:2^3_mirror_gyro.png|thumb|right|500px|2D physical 2^3 mirror before and after performing the gyro algorithm]]<br />
[[File:2D_Physical_Mirror.png|thumb|left|Drawing showing all the current 2D physical mirror cube designs(NOT fully functional)]]<br />
[[File:2^4_mirror.png|thumb|left|Render showing the current 3D physical 2^4 mirror design(NOT fully functional)]]</div>Markkhttp://wiki.superliminal.com/wiki/Grant%27s_Physical_4d_PuzzlesGrant's Physical 4d Puzzles2022-09-02T22:06:39Z<p>Cutelyaware: /* 2x2x2x3 */</p>
<hr />
<div>==2x2x2x3==<br />
On January 16, 2022, after finding out that Grant Staten had made his own 2x2x2x2 with his 3d printer, Rowan challenged Grant to build a design that Luna had made for a 2x2x2x3 a bit over a month earlier. After work on a new magnet layout, cad designs, 3d printing, and assembly, the puzzle was completed on February 2nd, 2022 <br />
<br/><br />
[[File:First2x2x2x3pictureLowerRes.png|200px]]<br />
<br/><br />
In the coming couple of weeks, Grant created a couple of videos show the puzzle, how to move it, and how the new 3C pieces worked.<br />
[https://www.youtube.com/watch?v=7on6xk9kq-g First video]<br />
[https://www.youtube.com/watch?v=t26I64E-bvI 3C pieces, the special axis, and gyros!]<br />
<br />
==2x2x3x3==<br />
After taking a break for a couple months, Grant again started working on building puzzles. The next step, 2x2x3x3 required a new piece type, the 2C. A design that was made by Hactar was used for these pieces. The puzzle was completed on May 14th, 2022.<br />
<br/><br />
[[File:2x2x3x3.png|200px]]<br />
<br />
==2x3x3x3==<br />
<br />
==3x3x3x3==<br />
After months of painstaking effort, Grant succeeded in creating the Holy Grail of physical puzzles. <br />
This originally seemed like an impossible ask, and the result isn't really practical to fully solve, but the fact that it finally exists at all is stupendous!<br />
<br/><br />
[[File:Physical3333.jpg|350px]]<br />
<br />
==Other puzzle designs==</div>GrantShttp://wiki.superliminal.com/wiki/Physical_2%5E4_MethodsPhysical 2^4 Methods2022-08-13T17:25:21Z<p>Blobinati: </p>
<hr />
<div>Thanks to William Jestin Palmer (Hyperespy) for the diagram template!<br />
=Notation=<br />
<br />
Because this is a physical puzzle, we can easily adapt x, y, & z rotations to fit the moves. The puzzle is held horizontally throughout most of the solve, so the L and R cells can do any x, y, & z rotations freely. The I and O cells can do any x rotation, as well as only y2 or z2 rotations. The other sides have restricted turning due to the projection, and can only do 180 degree twists, so they will just be referred to as U2, D2, F2, B2.<br />
<br />
=Gyro Algorithm=<br />
[[File:GyroGif.gif|thumbnail|left|300px|Gyro algorithm]]<br />
From a solved puzzle, there's nothing you can do to change the orbits of the L/R stickers, so we need an algorithm to do a special 4D rotation of the puzzle, called a gyro. <br><br />
A commonly used algorithm for the Gyro is: <br><br />
<ul><br />
<li>Take the left endcap off and put it on the right so it becomes the right endcap (this brings the puzzle into the inverted state)</li><br />
<li>Ly Ry'</li><br />
<li>Take the right endcap off and put it on the left so it becomes the left endcap (this brings the puzzle back into the normal state)</li><br />
<li> Rx2 B2 D2 Lx2</li><br />
</ul><br />
Note that the last 2 moves (D2 Lx2) could be replaced by D2 Rx2, U2 Lx2, or U2 Rx2 based on the solver's preference. <br><br />
Watch [[https://www.youtube.com/watch?v=Et9JuxPFl2g Melinda's 6 Snap Gyro]] for an alternative algorithm. <br><br />
<br />
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<br />
=Orienting Both Cells=<br />
==Grant's Method==<br />
[[File:Grant8UD.png|thumbnail|left|Exactly 8 oriented to the U/D axis]]<br />
[[File:Grant8L8R.png|thumbnail|left|8 on L, 8 on the U/D axis of R]]<br />
<ul><br />
<li>The first step is to get EXACTLY 8 pieces from an opposite colour group oriented to U/D. They can be in any position, as shown in the diagram, but must be oriented to the U/D axis. Make sure that there are exactly 8, then perform the gyro algorithm</li><br />
<li>Use inspection time to count which of the 4 sets of colours have the most oriented to U/D, and start with that set.</li><br />
<li>Pair up the other 8 pieces into a cell where they are oriented to U/D. This will end up separating the pieces that you oriented in the first step onto it's own cell</li><br />
<li>Rotate the R cell so the pieces are oriented to the I/O axis (a z or z' rotation). Then perform the gyro algorithm</li> <br />
<li>Undo the last 2 moves of the gyro. Then just undo that Rz or Rz', and do another gyro</li><br />
<li>Now you will have all 16 corners oriented to the L/R axis</li><br />
</ul><br />
<br><br />
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<br />
==Rowan's Method==<br />
[[File:Rowan4orLess.png|thumbnail|left|4 or less corners oriented to L/R]] [[File:Rowan12UD.png|thumbnail|left|12 oriented to U/D]] <br><br />
<ul><br />
<li>To start, you want to pick an axis that has 4 or fewer corners oriented to L/R (4 does happen to be the easiest case, but fewer than 4 is fine)</li> <li>Use block building or RKT to orient a cell's U/D axis</li><br />
<li>Use RKT to build a layer on the opposite cell, orienting 12 corners to U/D</li><br />
<li>Do the gyro algorithm to get the 12 corners to the L/R axis</li><br />
<li>Setup the 4 (or fewer) corners into one of these OCLL cases (H, Sune/Antisune, U) depending on how many corners you counted at the beginning</li><br />
<li>Gyro again, then solve the OCLL case using RKT. (<big>Hint:</big> you can use the [[https://www.speedsolving.com/wiki/index.php/OLL_(2x2x2) Guimond algorithms]] (marked with a G) to save a few moves)</li><br />
<li>Once all 16 corners are oriented to U/D, use the gyro algorithm to get them all oriented to L/R</li><br />
</ul><br />
<br />
<br><br />
<br><br />
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<br><br />
<br />
=Permuting Both Cells=<br />
==P4L==<br />
Originally developed by Connor Lindsay as PAL (Permuting All Layers), P4L permutes all 4 layers at the same time once they are separated - an exact dimensional analogy of the 2^3 Ortega method.<br />
<ul><br />
<li>Block build a cell whose layers are oriented, but not necessarily permuted correctly</li><br />
<li>Use RKT to orient 2 opposite layers of the last cell, just like in the Ortega 2^3 method</li><br />
<li>Execute an algorithm to permute all 4 layers at once<li><br />
</ul> <br><br />
You can also learn only a handful of algorithms, and learn advanced case manipulation to morph a bad case into a good one. Some cases are the same as 2^3 algs, and other are like domino cube 2^3 algs. <br><br />
==CBC==<br />
<ul><br />
<li>Directly solve one of the cells using block building or RKT techniques </li><br />
<li>Solve the last cell using RKT</li> <br><br />
=RKT Parity=<br />
If you end the solve and a single layer needs twisting by 180 degrees, then do this algorithm with RKT: <br><br />
<ul><br />
<li>R2 B2 R2 U R2 B2 R2 U</li><br />
</ul><br />
There is also [[https://www.youtube.com/watch?v=kX6usOCsAd4 this]] video by Melinda with many alternative algorithms.</div>Blobinatihttp://wiki.superliminal.com/wiki/Physical_2%5E4_RecordsPhysical 2^4 Records2022-08-13T07:26:25Z<p>Blobinati: </p>
<hr />
<div>This page contains the unofficial records for timed speed solves of Melinda's Physical 2x2x2x2. Add your accomplishments to the tables below, following the existing patterns. You are honor bound to be accurate in your claims. Please add a link to your solve video. <br><br />
<br />
"Official" Regulations: <br><br />
<ul><br />
<li>You must use the official [[https://www.youtube.com/watch?v=DzRH8BOJL8Q canonical moveset]]. (Which is currently kind of disputed, but maybe we'll figure it out one day lol)</li><br />
<li>You are allowed to gyro and do 4D rotations during inspection</li><br />
<li>If piece(s) fall out accidentally, you may replace them, not worrying about if you put them back the wrong way or not. Then you are allowed to fix any weird errors due to that during the solve</li><br />
<li>If you do an illegal move, such as a single endcap 90 degree twist, you are allowed to fix it. (Just like being able to untwist a corner)</li><br />
</ul><br />
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<br /><br />
<center><br />
{|border="1" cellpadding="5"<br />
|-<br />
!colspan="9"|<big>Official Records</big><br />
|-<br />
!colspan="3"|Two Handed<br />
!colspan="3"|One Handed<br />
!colspan="3"|BLD<br />
|-<br />
!Date||Name||Time||Date||Name||Time||Date||Name||Time<br />
|-<br />
|2019/8/11||Connor Lindsay||[[https://www.youtube.com/watch?v=oEdrWPEsKPQ 2:26]]<br />
|2022/07/31||Rowan Fortier||[[https://www.youtube.com/watch?v=ClqLrac3Ib4 6:25.12]] <br />
|2022/08/08||Asa Kaplan||[[https://www.youtube.com/watch?v=lBssOimXaFE 47:14]]<br />
|-<br />
|2021/11/15||Rowan Fortier||[[https://youtu.be/mgfhSL2fi7E 2:16.538]]<br />
|-<br />
|2021/12/6||Rowan Fortier||[[https://youtu.be/tOaBQs34oB0 2:05.27]]<br />
|-<br />
|2021/12/9||Rowan Fortier||[[https://youtu.be/I9hnsif4ImE 2:03.582]]<br />
|-<br />
|2021/12/11||Rowan Fortier||[[https://youtu.be/2SWo0zMlg8I 2:00.656]]<br />
|-<br />
|2021/12/11||Rowan Fortier||[[https://youtu.be/JJPJ7hgNLJU 1:56.748]]<br />
|-<br />
|2022/05/07||Rowan Fortier||[[https://youtu.be/RuUc26S5xpw 1:46.24]]<br />
|-<br />
|2022/06/20||Rowan Fortier||[[https://youtu.be/FSpuv9FJorw 1:28.14]]<br />
|-<br />
|2022/08/02||Rowan Fortier||[[https://youtu.be/XDW7wi4ryPE 1:27.17]]<br />
|-<br />
|2022/08/07||Grant S||[[https://www.youtube.com/watch?v=uEnk2yrJN7I 1:23.28]]<br />
|-<br />
|2022/08/12||Grant S||[[https://www.youtube.com/watch?v=X_FY-CUfvUI 1:07.57]]<br />
|-<br />
|2022/09/18||Grant S||[[https://www.youtube.com/watch?v=_qqXVKOVkAI 1:06.04]]<br />
|}<br />
<br />
</center><br />
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<br><br />
<br />
<center><br />
{|border="1" cellpadding="5"<br />
|-<br />
!colspan="5"|<big>Unnofficial Records</big><br />
|-<br />
!Date||Name||Time||Type||Comments<br />
|-<br />
| ||Rowan Fortier||1:11.17||Speed||PB but not WR<br />
|-<br />
|2022/08/15||William Jestin Palmer||2:12.69||Speed||New Zealand Record<br />
|}</div>Blobinati