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Rubik's cube solution for beginners, a basic tutorial .......................................................... 1 Introduction..................................................................................................................... 2 The Method..................................................................................................................... 2 Notation........................................................................................................................... 3 Higher Cube Math........................................................................................................... 4 Step 1: the cross .............................................................................................................. 4 Step 2: the top layer ........................................................................................................ 4 Step 3: the middle layer .................................................................................................. 5 Step 4: the Last Layer cross ............................................................................................ 6 Step 5: Rotate (orient) corners ........................................................................................ 6 Step 6: Swap (permute) corners...................................................................................... 7 Step 7: Carrousel (cycle) edges....................................................................................... 7 Step 8: rotate body .......................................................................................................... 8 Algorithms ...................................................................................................................... 8 Cube Lingo...................................................................................................................... 8 Contact ............................................................................................................................ 9 Some interesting links..................................................................................................... 9

Michiel van der Blonk

Page 1/9

6/14/2007

Also. 4 look last layer (LL) method. The Method The YY Method consists of seven steps 1. the other side gets messed up. that are easiest to learn. This means the last four steps all work on the last layer. You probably already tried twisting and turning. trying to solve one side. Insert the middle layer edges 4. right? Yeah. Swap (or caroussel) edges to fix the bottom edges In cubespeak this is called a layer by layer. If you can perform the moves starting at the front.Introduction So. This is not a joke! (you do need to practice a little and of course you will need a reasonable cube for this). you will be able to solve a rubiks cube within one minute. Make a cross on the top layer 2. When you are twisting. So. and then you thought: now I am really going to try and solve this thing. you own a Rubik's cube. Learning the algorithms is the hardest part. Though there are a lot of equivalent algorithms I chose to use the simplest. Swap corners to fix the bottom corners 7. Rotate the corners to make the bottom color complete 6. and to practice every algorithm separately. Visualize the moves in your head. you had lots of fun. Primarily. and thoroughly. Insert the corners to make the top layer complete 3. When you have memorized the four algorithms and the situations in which to perform them. Solving a rubiks cube can be a burden. Speedcubists have methods that solve the last layer in 3. try starting at the back. The longest algorithm is 10 moves and that one is repetitive. the cube can be solved in a layer by layer approach using only 4 algorithms. Make a cross on the bottom layer 5. you will soon learn what actually happens there. try the same moves on the left hand side. right. 2 or even 1 step! Michiel van der Blonk Page 2/9 6/14/2007 . and I encourage you to start learning them one at a time. See you in 50 years. An algorithm is a sequence of moves (a turn of one of the six sides). try to learn the mirrors: If you know the right hand side. most symmetrical ones. here is the solution: I think this is the simplest method described up to now on the internet. No problem. so it is just a matter of doing the same thing a couple of times.

rotate cube looking at Up face (also [u]) Z . They are named after the mathematical X. Colors. Then. that is). look at the R(ight) side of the cube. if you do that 4 times.Left U . turn the face your looking at clockwise 1/4..Notation The notation used in these lessons is very widespread and accepted.. X . and it's a good exercise to get to know the cube. They cannot move. That's why I give you an alternative that is easier to read.Up D . Don't worry. As you can see. Y and Z axes.Right L . that are used to describe rotations of the complete cube.Front A very important aspect of the cube is that the center pieces are fixed. So we have R .Back F . and therefor really hard to remember (if your bad at math.rotate cube looking at Right face (also [r]) Y . 1 move. Speedcubers will usually use an extended notation. the cube will be restored to its original state (scrambled. If you have a new cube you might need a screwdriver for this.rotate cube looking at Front face (also [f]) Michiel van der Blonk Page 3/9 6/14/2007 . you're not going to break it. The symbols in the standard notation are the first letters from the names of the sides. e. which also includes movements of two layers at the same time or rotations of the whole cube.g. Additionaly there are three other important symbols.Down B . right?). If you turn a face 1/4th move then you can take out the edge piece. R is made as follows: first. Now. or the side of the cube your looking at are actually not relevant for the effect of an algorithm. To see why it's best to take you cube apart and put it back together again.

actually a plus sign. Now the real speedcubers make that cross on the bottom. you only need three moves. D2. All that needs to be done are the four corners. Once your stuck. the cube will come back to its original state.youtube. If you try to keep all 'solved' pieces in place on the way to your solution. You actually only need four simple algoritms: put the front-bottom sticker on top-front 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' watch a video of me solving the cross on youtube: http://www. but it helps in looking ahead to the second layer. I recommend starting with the same color every time. you should be able to get to at most 10 seconds. B2. its fun. You get it? Its like finding your way out of a maze. Your cube will always be like a checkerboard or the like. can be made completely intuitively. you will never get it. After a week practice. Lets consider the corner on the right front. L2. Turning one of those layers will never disturb the other. Try it. The cube consists of 3 pairs of opposing layers. here are some simple facts that may help your understanding of the cube. without having to know PI by heart in 100 decimal places which is otherwise also useless. Most people prefer white. Step 1: the cross The cross.Higher Cube Math Cube Math can be very intimidating (it is to me!). because it stands out. U2. which seems a little weird. Nevertheless. So. If you repeat an algorithm enough times. F2) you will never change the orientation of the edges nor the orientation of the corners. you will have to do some steps back in order to get closer to the exit. Basically. it is very important to do it fast in order to get a good solving time. By making only double moves (R2.com/ watch?v=Lk_46lFv6Cg Step 2: the top layer The top layer is half done already. Usually you do not need more than 12 repetitions. A solution to the cross can always be found in 8 moves or less. Which Michiel van der Blonk Page 4/9 6/14/2007 .

and then they travel into their 'slot'. However. At this point. Now look at the sticker of the down cubie that has the color of your top layer. these are the other four edges that should go on the bottom. There are four of these edges. but the one chosen here is very easy to remember.algorithm to use depends on the position of the sticker (sticker) that you want to go on top. You will need only one algorithm. Step 3: the middle layer Congratulations. and where 'intuition' fails to help. If the piece has to go to the left side in the second layer. First make sure the cubie is on the down-right-front. perform F' D' F' D' F' D F D F D Michiel van der Blonk Page 5/9 6/14/2007 . You just solved one layer. 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. 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. Once you have it lined up with the center piece. a couple of simple logical steps can help you solve this layer. do not be confused when some other edge lines up with the center. it is obvious that moving any of the six possible layers except for the bottom layer will disrupt your beautiful top layer. What we do here is basically the same thing over and over again for every cubie. That is why you will have to break the first layer in order to make the second one. and it needs to go to up-rightfront. This is the point where most people get stuck. There are shorter algorithms for this one. 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. keep the center piece in front of you. Even the most advanced systems are always based on this step: You connect the corner with it's rightful neighbour edge. So check the bottom to see if the edge is one that goes in the second layer.

which is (HA)4 One corner is flipped. or on the back. then perform R' D2 R D R' D R L D2 L' D' L D' L' o The bottom stickers are pointing sideways. Two opposing edges are flipped Two adjacent edges are flipped For both cases. This falls into two categories Michiel van der Blonk Page 6/9 6/14/2007 .Step 4: the Last Layer cross This is an easy step. All cases are distinct in the way the bottom layer stickers are oriented. You could perform (RB)105 or HAHAHAHA. Keep both corners on the left. Alternatively. 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. Keep the corners in the front. So look at those very carefully. The cross is already there. This falls in two categories: o The bottom stickers are pointing the same way. Keep the stickers facing the right. 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. Make sure to have one sticker with the color of the bottom layer on the front as well. this is an easy step. and the other one is either on the left. Turn the bottom layer until you see a solved corner and an unsolved corner in the front face. You will have to perform it twice for the situation where opposing edges are flipped (front and back). you really only need one short algorithm. which I will recite now. make sure one of the flipped edges is in the front. First. which needs only one algorithm For this cross. Time for payback. Two corners are flipped. Somebody messed with your cube. you can use the reversed algorithm instead of performing the algorithm twice. Perform: R' D2 R D R' D R L D2 L' D' L D' L' Three corners are flipped. All corners are ok. is that it covers a whole bunch of situations. If the left corner is solved. Then perform this algorithm: F D L D' L' F' This one flips adjacent edges (front and left). which needs only one algorithm. The problem with this one though. and it wasn't you. lets look at the three possible situations for the last layer.

Four edges are swapped in adjacent pairs. 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. because YOUR CUBE IS SOLVED. that I saw our former world champion Dan Knights perform in under two seconds when I attended the World Championships in 2003. I think it's time for some martial art lessons here. If the edge with that color is on the right. now we're getting somewhere. and you will be left with the three cycle. Perform R' D' R D' R' D2 R [u] R' D' R D' R' D2 R Step 6: Swap (permute) corners Again. and the front stickers are pointing sideways. Did I say that before? We have a couple of categories: No edges are swapped. This is getting boring. Three edges are swapped.. which needs only one algorithm. some a. Ok. This should be easily recognisable. and the corners to be swapped on the right face. Wow! Just perform the previous algorithm. and you will be left with the three cycle. You lucky bastard. Keep the solved edge in the back. Keep the correct corners on the left. And guess what? You already know at least half of this algoritm.hole messed with your cube. Two edges are swapped. This is the famous Z-permutation. this is an easy step. then look at the front center color. Michiel van der Blonk Page 7/9 6/14/2007 . then use R' D' R D' R' D2 R [u] L D L' D L D2 L' If it is on the left. then perform R' D' R D' R' D2 R R' D' R D' R' D2 R o The back stickers are pointing the same way. You get the idea. Keep the stickers on the left and right faces. this is an easy step. This is called hands-and-legs (as you can hopefully imagine).o All stickers are opposing. because it is the same as in step 5. 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. which needs only one algorithm.. Again..

Step 8: rotate body Congratulations.g. you have solved the rubiks cube. R'. e. Algorithms The list is not complete yet. e.g. (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 F2L Method LL X Look Move Prime Algorithm Method Piece Michiel van der Blonk First Two Layers a method which does First and Second layer in 1 step Last Layer number of algorithms needed for the last layer. 4 Look A turn or double turn of one of the six colored sides A counter clock wise move. R Prime (or R-. Now rotate your body three times and shout: "Yes!". R-1) predefined sequence of moves combination of algorithms that can be used to solve a cube one of the 20 detachable little cubies Page 8/9 6/14/2007 . I am working on it.

com: the official site An animated cube for learning Algorithm database Cube notation images are © Werner Randelshofer (c) Brought to you by Michiel van der Blonk .com Some interesting links Randelshofer.com Michiel van der Blonk Page 9/9 6/14/2007 .Edge piece Corner piece Center Orient OLL PLL Permute PB one of the 12 edges one of the 8 corners one of the six centers flip pieces so they turn 'in-place' orient last layer permute last layer swap or caroussel 2 or more pieces Personal best (time to solve a cube) Contact I wish you all good luck. feel free to ask me: Michiel van der Blonk. If you have any questions.http://vanderblonk. email blonkm@gmail.ch: rubiks animations Speedcubing.

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