These instructions will take you through the process of solving a Rubik's cube, no matter how scrambled the cube starts. If you get lost at any point, and can't get. The only material you need for this instructable is your Rubik's Cube- so let's go! NOTE: You can view this Solve a Rubik's musicmarkup.info Download. Tip Question. the Rubik's cube. A study of how to solve the Rubik's cube using two popular The Mathematics of the Rubik's Cube [PDF] Available.
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Rubik. CUBE. musicmarkup.info SOLUTION GUIDE. Unlock the Secret! Be sure to solve the sections of the white cross in the following order - blue, orange. A basic understanding of the Rubik's cube that will set you up nicely for the rest of the video .. Download on our PDF guide on how to solve to Rubik's cube. Rubik's Cube Tutorial. Place white corner above where it should go by turning the bottom two layers together. This corner should be on the top right. Repeat until.
F: front B: back When the algorithm lists one of these letters, it means that part of the cube should be moved 90 degrees clockwise. So for F, the cube's front or face will be turned clockwise once. When the letter appears with a prime ' or apostrophe, then it means the part should be turned counterclockwise. A Quick Shortcut for Going Faster Before we get to the solution, there's one surefire way to make this go faster overall, if you want to get speedcuber heights, anymore. To go faster on the Rubik's Cube, you'll need to disassemble and lube it up.
Do not under-estimate the progress you can make by just looking at the cube and trying to figure out the cross. Sometimes you can even take a minute to think on how to solve the cross. Simulating moves mentally will help you for the next solves and you will become more and more familiar with efficient cross solving.
There is no general rule on the best way to solve the cross though. Everyone has his own technique and his way of solving the cross. It is up to you to find your own style and solution.
A new speedcuber just appears! More precisely, every time you solve a corner, just associate the corresponding edge and solve both at the same time. This corner and edge are called a pair.
Sometimes, it is easier to first build the pair and then insert it. Some other times, we build the pair and insert it at the same time.
There are many websites presenting solving formulas for the first two layers. According to me, it is much more interesting to find all the cases by yourself.
It is not complicated and you will remember them forever. To do this, I will still help you by showing you a few basic cases. From these 3 cases, you should be able to deduce the entire solve.
They will be presented with an example. Solving the F2L The basic idea of the first 2 layers is to pair the edge and the corner. Because letters and corners are solved separately, you can have the same letter for two stickers. This diagram may seem confusing. If you want, look at each face as though you are going clockwise around it with two of each letter being written. The OW edge has the letters G and U respectively. The Buffer Old Pochmann is heavily reliant on a buffer piece which is used as a starting point.
For edge solving, the buffer is the UR edge. So, using the orientation recommended above Yellow on top, Orange on front , the buffer edge would be the YB edge, and the buffer corner would be the YRG corner. Your cube should look like this: When you first look at the cube the first thing you need to do is rotate it so it is in your preferred orientation for this scramble, please use the orientation yellow on top, orange on front. Next you need to look at the buffer edge. Which edge is in the buffer position: Orange-Green.
More importantly, the orange sticker is on top. Your next task is to locate the orange-green position where the orange-green edge would go when the cube is solved. You can see that it would go in the front-left position.
The edge currently in the orange-green position is the white-blue edge. Using the letter scheme above, we can see that this would be the letter H. So we remember that letter and move on. The white-blue edge would now be in your buffer with white on top. So where does the white-blue edge need to go? The white blue position, of course. This is the DR position. Therefore, using the letter scheme we can see our next letter is V. You now have two letters. H and V. If you continue like this, you will most likely forget the letters.
So we associate the letters with people, objects, places, anything. You just need to think of something, so that when you recall that something later on, you will immediately think of the letters H and V. The best way to make sure your letters are memorised effectively is to memorise them two at a time.
You need to think of a decently memorable image and move on. The first thing that would come into my mind would be HooVer. So I think of a hoover. The remainder of the memorisation will dictate whether you need to think of the hoover doing anything, or just a plain simple hoover.
Which piece is in that position now? But, once again, you shot to WHITE, meaning that the sticker that is on top in your buffer would now be red.
So you look for the red blue position, in this case it is BR. Using the letter scheme, you can see that the red sticker in this position has the letter P.
So you remember P. What is in your buffer now? Look for the white-orange position. Now, look for the letter associated with the white sticker because white is on top. The letter is U. This is really it for edges. All you do is jump from edge to edge, solving them as you go along, one by one, remembering letters along the way.
Our current letters are HVPU. We have a HooVer, but what could PU be? You could either think of another object the most obvious being a poo , or you could think of an adjective to describe the HooVer. I would probably remember PU as PUshes.
The next two letters will indicate what exactly the hoover is pushing in my mind. You are free to explore your own imagination to find things that remind you of the two letters you are trying to remember. But how would we solve the cube up the point we have memorised?
Enter the algorithms. The letter A refers to a setup move. You need to get this sticker on to the top face, in one of the 3 edge slots the buffer is in the 4th. This moves the edge opposite the buffer. What algorithm do we know that can swap opposite edges?
The T permutation. By doing the T permutation, we are swapping the buffer with the next edge in our memo. If you do this sighted, you will see that what you have done is solved the piece. The green-orange edge is in its correct position. It also swapped two corners, the two right-most corners on the U face. This is why we memorise in pairs. Because we need to keep track of this.
This is why we have to do parity, but more on that later. So you have your first edge solved.
Congratulations, 11 more to go. When making the moves below, hold your cube full-face front with logo on top as shown. Dark grey on the pictures means the color does not matter. IT doesn't matter if the other color tile on the Edge piece matches anything. If it does, skip to step 3. Share your success with your teacher and classmates so your whole class can get in on the fun!
If your WHITE layer looks like the picture below, you have completed one third of the Cube and you can move to stage 4! Share your success with your teachers and classmates by printing out this page to give to your teacher. This video teaches the next step — solving the white corners.
There is a knack to it, but keep your cool - we take it one step at a time. Create a vertical line by rotating the top U face until the front color of the edge piece on the top U face without yellow on it matches a side center piece. The color on the edge piece's top U face will determine the direction the edge piece should move. If you're moving the edge piece in the same direction as indicated here