Rubiks Cube Best Algorithms Top 5 Speedcubing Methods
Rubiks Cube Best Algorithms Top 5 Speedcubing Methods
by
Daniel Ross
Table of Contents
Table of Contents
Introduction
Chapter 1 - The Rubik’s Cube: The Greatest Puzzle Invented
Chapter 2 - Mathematics and Algorithms Behind the Cube
Chapter 3 - Rubik’s Cube Basic Notation
Chapter 4 - Beginner’s Method in Solving the Rubik’s Cube
Chapter 5 - Advanced Methods: The Fridrich Method
Chapter 6 - Advanced Methods: The Roux Method
Chapter 7 - Advanced Methods: The ZZ Method
Chapter 8 - Finger Tricks
Chapter 9 - God’s Number and Rubik’s Cube
Conclusion
Introduction
Let me just say that I am really proud of you. Getting this book is a proof
that you are among the selected few who decided to step up this game and
see beyond the rewards of solving the Rubik’s cube.
You see, not all who tried solving the greatest puzzle toy of all time became
successful. Many, in fact millions of them, gave up and convinced
themselves that solving the cube is too difficult.
But you are different. I bet you really want to solve the cube; that’s why you
have purchased this book. Or probably you have already solved your
Rubik’s cube and you want to better understand its mechanism.
As you will learn in this book, the Rubik’s cube is not just a random toy
with random colors that you can solve by haphazardly turning and rotating.
No, the Rubik’s cube is a great example of what mathematical thinking can
do. It follows specific sequences and patterns that you can only understand
once you understand and speak its language: algorithms.
As suggested by the title of the book, you will learn the best algorithms that
master speedcubers are currently using to solve the Rubik’s cube in as fast
as four seconds. You will also learn some tips and tricks on how you can
improve your skills in solving the Rubik’s cube.
Once again, thanks for downloading this book. I hope you find it helpful!
Chapter 1 - The Rubik’s Cube: The Greatest
Puzzle Invented
The Rubik’s cube is among the quite few puzzles to have survived and
became very popular worldwide, even though it has been introduced in the
1970s, before even most of its present patrons even existed.
Erno Rubik received the patent for his 3 x 3 Magic Cube in 1975. The
device was originally created for him to study an object with parts that can
independently move. Rubik’s cube was first introduced in Budapest two
years after. Ideal, a toy company, later helped Rubik to bring the magic cube
to the world.
World Wide Success
Rubik’s Magic Cube enjoyed positive success around the world. It was
released globally in 1980. In the same year, the puzzle toy also won the
prestigious Toy of the Year Award. The reason behind the Rubik’s cube
success is because children and adults find it entertaining and challenging.
In fact, most customers are adults, and after only two years, more than 100
million Rubik’s cube has been sold around the world. The cube was well-
praised by critics because of its simplicity yet difficulty to solve.
The Inventor
Erno Rubik is a Hungarian architect and inventor of the Rubik’s cube. He
was born in 1944 during the height of the World War 2. He studied at the
Technical University in Budapest in 1967 and started postgraduate studies
in interior architecture and sculpting. During the time that he invented the
Rubik’s cube, he was an architecture professor at the Budapest College of
Applied Arts.
Infringement Issues
After the remarkable success of Rubik’s cube in the world market, Larry
Nichols filed an infringement case against Rubik and Ideal Co in 1982.
Nichols won the case in 1984, but Ideal Co filed an appeal case submitting
new evidence that Rubik’s design was original because it used interlocking
plastic parts while Nichol’s design used magnetic blocks. In 1986, the
appeals court decided the case for Rubik’s design. It was then formally
established that the 3 x 3 Magic Cube invented by Rubik was his original
design .
Rubik’s 4 x 4 Revenge
In 1981, a new version of the magic cube was released by Ideal Co. The
Rubik’s 4 x 4 Revenge was also a massive hit, as it posed an even more
challenging puzzle. The 4 x 4 cube was not originally invented by Rubik,
even though the creator of the cube authorized the name as a marketing
strategy.
R - Rotate the right face in a manner that the side on the top will
move to the back
L - Rotate the left face in a manner that the side on the top will move
to the front
U - Rotate the upper face in a manner that the side in front will move
to the left
D - Rotate the down face in a manner that the side on the top will
move to the right
F - Rotate the front face in a manner that the side on the top will
move to the right
B - Rotate the back face in a manner that the side on the top will
move to the lef t
Advanced Notation
It is also crucial to learn advanced notation for solving Rubik’s cube as you
will always encounter them while reading algorithms.
Special Notations
Signals can be added to the end of the notations to signify a special move.
The following examples use the L face as the basic movement, but you can
apply them for any face.
L2 (pronounced as L two) refers to the movement where you need to
rotate the left face by 180 degrees.
L’ (pronounced as L prime) refers to the movement where you need to
rotate the left face by 90 degrees counter clockwise or opposite the
direction of L as described above.
2-Layer Movements
Small letters (r, l, u, d, f, & b) signify that you have to move the specified
face and the middle layer adjacent to it. For instance, l means you have to
move the L face as well as the layer between the L and R at the same time
in the same direction as a regular movement for L. The signals 2 and ’
could also be used for these notations .
Remember, even though L and r will result to a similar change in the
Rubik’s cube, these two are still different. These two movements will leave
different orientation. L will keep the same color on the center of the F face,
while r will move this color to the U face. Hence, r is actually the
equivalent of Lx and not L.
So, what is Lx?
The small letter x refers to another Advanced notation, which refers to the
movements that could mean rotating the whole cube without turning any of
the face. The 2 and ’ can be used for these movements and double the
movement or reverse the direction accordingly.
Below are advanced modifiers:
x - signifies movement of the whole cube on the axis connecting L and R
faces, which rotates 90 degrees clockwise to the direction of the R
movement
y - signifies movement of the whole cube on the axis connecting D and U
faces, which rotates 90 degrees clockwise to the direction of the U
movement.
z - signifies movement of the whole cube on the axis connecting B and F
faces, which rotates 90 degrees clockwise towards the direction of the F
movement.
Take note that the whole cube movements are not actually necessary in
solving a Rubik’s cube, but you can still use them in algorithms so you can
reorient the puzzle. Double turns are also possible, and you can also execute
these moves in two directions.
Piece Notatio n
Edge, center, and corner pieces are the three types of pieces found on a
Rubik’s cube.
Take note that there is only a single center piece for every face, so these are
noted with a large letter of the face where it belongs. For example, U marks
the upper center piece.
A corner piece signifies three faces adjacent to it. FRU refers to Front,
Right Up and Corner.
An edge piece signifies by the two faces where it belongs: FU refer to Front
Up and Edge
Slice Movements
Basic notations refer to the movement of the outer layers. However, there
are advanced methods requiring movement of the middle layers. The
following notations are used for slice movements.
H signifies movement of the horizontal slice between D and U facing
the direction of a U movement
V signifies movement of the vertical slice between L and R facing the
direction of an R movement
C signifies movement of the central slice between B and F facing the
direction of an F movement.
Take note that V can also mean r R’ or L R’ x, so this notation, although
simple, is not strictly followed. The former movements are actually
extended descriptions of what you must do with your hands (if you are
using your right hand). A left-handed person will usually do a l’ L to get the
same result as V. However, there are instances when it is easier to follow
the concept than the descriptive hand movements .
Now that you have learned the basic and some advanced notations, let’s
start learning how you can solve your Rubik’s cube.
Chapter 4 - Beginner’s Method in Solving the
Rubik’s Cube
There are several methods in solving the Rubik’s cube with different
difficulty levels such as beginners, speedcubers, and even bizarre levels
such as solving the cube while being blindfolded, while underwater, or
while being chased by a giraffe.
In this Chapter, we will learn the beginner’s methods in solving the Rubik’s
give, in which time doesn’t matter. It may take you hours, weeks or even
months to solve your cube, but the important thing is, you will solve a
Rubik’s cube, which can bring you a great sense of accomplishment.
More often than not, beginners can intuitively solve one face of the cube,
and after that they can be lucky enough to solve two faces. But you may
need help if you want to solve all the six faces. So this Chapter will show
you one of the best algorithms to solve a Rubik’s cube.
The solution described in this Chapter divides the Rubik’s cube by layers,
and it will be fairly easy to solve each layer when you follow the
algorithms. I have tried to be very descriptive in each step to help you in
every step of the way.
I trust that you have read the previous chapters, especially on the notation,
so you can be guided with the algorithms.
Just a review: F refers to front, R for Right, U for Up, B for Back, L for
Left and D for Down. Take note that counterclockwise movements are
signified by a degree, hence R’ (pronounced as R prime).
Here’s an easy step-by-step algorithm for solving the Rubik’s cube .
You can solve this case by following this algorithm: F R' D' R F' F '
Another challenging case is if the last white piece is placed on the front
face, but it can be difficult just to rotate it to the top because of wrong
orientation. See image below:
You can solve this case by following this algorithm: F' R' D' R F' F'
There are also cases that the last piece in the second layer will be oriented
incorrectly such as the image below:
You can solve the above case by following this algorithm: R' D' R F' F'
You can solve this complicated case by following this algorithm: R' D2 R D
R' D' R
The R’ D’ R D Algorithm
The algorithm R’ D’ R D is a common algorithm used in solving the white
layer, and it works every time. The only disadvantage is that it is a bit
longer compared to the optimal algorithms.
For example, you want to move the white corner piece into the F-R-U
position. The key is to move the right corner piece under this area, rotate
the right piece you want to the F-R-D spot and perform the R’ D’ R D
permutation until you get the right piece in the white face.
According to the initial position, you may need to follow this algorithm:
If the white piece is on the R face such as below:
You need to perform the algorithm five times. Hence, you should perform
this:
Bad Orientation
If the edge piece is located on the right spot but it is not located in the upper
layer or badly oriented, you have to fix this in two stages: 1 - move it on the
upper part of the cube.
You can solve a badly oriented white piece by following this permutation:
If you encounter L-shape yellow pieces, you have to perform the algorithm
F R U R’ U’ F’ two times, which will create the line in stage 1.
Follow the algorithms below to see for yourself how you can change the
upper layer of the cube. Remember that the cube’s orientation is crucial.
Hence, the L shape must be changed as shown in the images, and the line
should be horizontal.
Take a look at the image below:
You can solve this case and form a yellow cross on the top of the cube by
following this algorithm:
There is another situation, which is quite similar to the one described above.
This is in fact a shortcut and will allow you to create an L shape to finish
the yellow cross:
Take a look at the image below:
This case can be solved by following this algorithm:
This case can be solved by performing this basic algorithm described in this
stage:
You have to look for a yellow corner piece that is already placed in the
correct spot. Then, you should put this one in the F-R-U spot of the case
and then perform the algorithm U R U’ L’ U R’ U’ L
If you are not successful in getting the pieces on their correct spot, you
should perform the algorithm again.
There are also cases that you can’t find a piece in the right placement. In
this situation, you should use the same permutation to bring another piece to
the right spot.
Because of parity, yellow pieces can be on a right position in only three
cases. There will be no yellow corner cubelets in the right position, the four
pieces are on the right position, or there is only one correct piece.
Step 7 - Solve the Rubik’s Cube
In this final stage, you should have oriented all the pieces on their right
spot. All you have to do is to orient the last layer corners that by now
should be placed on the upper face of the cube.
Take note that you should hold your cube in a manner that the top piece that
you like to orient is currently on the F-R-U corner. The next move is to
perform the algorithm R’ D’ R D two times or in some cases four times,
until you properly orient that particular piece.
At this point, you might get confused as the cube seems messed up. It’s
fine. It will all go back to their right places once you orient all the pieces.
Then, after one or several U’ movements, you should turn another yellow
corner cubelet that you like to orient on the F-R-U corner then perform the
algorithm R’ D’ R D again .
Just keep on perform the R’ D’ R D algorithm until you solve the cube.
Example Solutions
Below are some cases with their solution algorithms. You may find these
permutations complicated, but these are actually series of R’ D’ R D
algorithm. Hence, you must memorize this basic algorithm as well as the
method on how you can perform it.
Now that you have solved your own Rubik’s cube, do some practice and
once you gain mastery, you can try advanced methods that we will discuss
in the next Chapter.
Chapter 5 - Advanced Methods: The Fridrich
Method
The popularity of the Rubik’s cube among people who are interested in
solving puzzles led to different advanced methods. So, the once seemingly
impossible-to-solve puzzle can now be solved in as fast as four seconds.
If you have practiced a lot using the Beginner’s methods found in the
previous Chapter, the next step is to level up your game. You can start
improving your cubing speed by purchasing a high-quality and soft-to-
move Rubik’s cube with great tensioning and great corner cuts so the parts
will not pop.
You should also learn remarkable finger tricks that you can find in the
succeeding Chapter so you can amaze your family and friends in your
speedcubing skills. You can also invest more in this worthwhile hobby by
buying a Rubik’s Cube digital timer so you can monitor your progress.
In discussing the advanced methods in solving the Rubik’s Cube, it is
crucial to mention the Petrus Method and the Fridrich System (also known
as CFOP), which are used by many speedcubers nowadays.
As mentioned in Chapter 1, the Fridrich Method was introduced by Jessica
Fridrich in 1982 World Cube Championship. This method divides the
puzzles into layers and you have to complete the cube by every layer by
performing a set of permutations in every step without mixing up the pieces
that you have already solved .
The steps in the Fridrich method are as follows:
1. Cross
2. F2L
3. OLL
4. PLL
Using the Fridrich method requires several algorithms, which are crucial so
you can understand the logic between every permutation. Be sure to
practice a lot and in time you can easily perform the movements without
even thinking about the algorithms in order.
Tips In Solving the Rubik’s Cube Using the Fridrich Method
Before trying the Fridrich Method, it is important that you have already
mastered the basic notation as well as the Beginner’s Method. If you are not
yet adept in these areas, you should go back and practice some more.
It is entirely on your own accord which face you like to begin with. But
usually, you can start with the white face. Take note that the goal in this step
is to create a cross at the bottom of the Rubik’s cube in a manner that the
sides of the white edges will match the center lateral cubelets.
Master speedcubers can easily project the steps when they preview the cube
and they are well-practiced in planning the movements. In most instances,
you may need to execute six movements to finish the step, and rarely is the
need to execute more than eight steps .
A key trick is to hold the Rubik’s cube in your hand in a manner that the
white center is facing down. This will greatly improve your speed. As you
practice, you will eventually don’t need to see the white cross as you will
develop the ability to somehow see what is actually doing down in the
bottom based on the color patterns in the cube, your movements and what
you see in the upper part.
Through this, there is no need to turn around the Rubik’s cube, which will
save you precious seconds. Some cubers choose to solve the cross on the
left face. However, you can also choose the bottom so you can have a great
viewpoint and you can perform more finger tricks, which you will learn
later on. There is a downside, however, as there is no way to notice if you
have already mixed up the cross that you are forming
This case is quite easy. All you need to do is to move the edge piece to its
target position. The proper algorithm is F2.
This one shows how you can reorient a piece using the algorithm U’ R’ F R
This one shows how you can place two cubelets using a single step. The
permutation is F R2 D2
This last example is known as the Super Flip, or also known as the most
messed up Rubik’s Cube. The six-step algorithm for this is R F L B R D.
Step 1 in forming the white cross is really an intuitive phase of the solution
sequence. It can be very exhaustive to discuss every possible case because
at this point, there are so many possible situations.
You can easily get this far even without the guide algorithms. However, you
should practice creating the white cross to increase your efficiency.
Remember to do this careful and without stopping. Make certain that the
cross is upside down. Once you are successful in this stage, you can
proceed to the next step.
There is no way that you could affect the completed blocks. In the next
case, you can do the algorithm U’ R U2 R’ instead of performing the
algorithm F U2 F. This is crucial so you will not mix up the already blue-
orange pieces.
You can save precious seconds by performing double turns. Just take note
that the letter u in the permutations signifies that you have to rotate two
upper layer clockwise. We have discussed this in Chapter 2.
Using your intuition, you can solve the case below by performing these
steps: move the two pieces to the upper layer, combine them to fill in on
their right spot. You can do this by using the algorithm R U2 R’ - F U2 F -
U’ R U R’
1.
2.
3.
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Remember, the notation X and Y are entire cube notations and if you
see a small u, you have to perform a double layer turn. You have to
rotate the upper layer so you can align as much as pieces you can make,
then perform one of the 21 permutations below.
5. H:M2 U M2 U2 - M2 U M2
13. G 2:[R’ U’ R] - y R2 u - R’ U R U’ R u’ - R2
17. Z:M2 U M2 U - M’ U2 M2 U2 M’ U2
Now, just to recap, the following are the steps in solving the Rubik’s
cube using the Fridrich Method:
Step 1 - Form the White Cross
Step 2 - Form the First Two Layers (F2L)
Step 3 - Orient the Last Layer (OLL)
Step 4 - Permutate the Last Layer (PLL)
In the next Chapter, you will learn the Roux Method, which is the
primary competitor of the Fridrich Method in solving Rubik’s cube.
Chapter 6 - Advanced Methods: The Roux
Method
The Roux Method is a primary competitor of the Fridrich Method. The
fastest speedcuber is presently ranks 15th in World rankings for a single
solve, even though when it was set, it placed 3rd in the World.
The fastest Roux solver also used this method to win numerous
speedcubing competitions in the UK and Europe, which only signifies
that this method is really a deserving competitor of the Fridrich Method.
While the Fridrich method mainly depends on a look-ahead strategy
with a minimal concentration on solving intuitively (the F2L phase,
even though you can solve it intuitively, comes with only specific
number of possible cases for every pair, which you will eventually
memorize, while the cross has several possibilities), two primary stages
in the Roux method involves building blocks.
And in the Roux Method, it is crucial to accurately move the cube fast.
In the Fridrich Method, the last two stages have permutations, which
could be normally performed. In the Roux Method, the last step uses the
M slice and U movements only that could lead to more accurate
movements and prevents pops.
The Fridrich Methods is more structured though so it is easier to
understand for beginners compared to the Roux Method. This method
also utilizes advanced cubing techniques like block building. Hence,
many speedcubers who are using Roux method switched to this more
advanced method after mastering the Fridrich Method.
Here is the step-by-step process of solving the Rubik’s cube using the
roux method:
Select a centre piece and take note of the color. You must identify
this color as the left color. Look for an edge, which shares this
color. Move the edge so that the left color stickers are near each
other. Take hold of the cube so the pair will be on the left face and
the edge will be on the down face (not the back, front, or upper
face). This second edge color will now be regarded as our down
color.
B. Corner-Edge First Pair
At this point, you should not try rotating the cube. You have to use
your centre-edge pair as your anchor for the remaining steps.
Regardless of what step you are into, that edge must always be in
the left-down face. Once you solve the cube, the down face will
be the down color, and the left face will be the left color.
Next, search for a corner with both Down and Left colors. Take
note that there should be two. You can use the movements F, B, R,
U, M so you can form the upper face. Search for the third color on
this corner. This will be either your back or front color. After
several movements, you can easily notice it, but for now you can
just identify it out in a bit. Before looking for this edge, search at
the corner and try to check at the color on the upper face. It is a
bad face if the color is the Down color. Move the corner to the
upper-right side using U turns, then perform R’ or R movement
(whichever could lead you to the corner remaining on the upper
face. This will maneuver the corner so that the Down color is no
longer facing the ceiling.
Now search for the edge, which has the Left color and that 3rd
color. Again, you can use the algorithms F - B - U - R - M. Slide
this edge into the U face. If you think that maneuvering the edge
into the U face will mess up the corner, you can slide the corner
around the U face by performing one or two U turns. Next, move
the face turns to move the edge to the U face.
At this point, the corner and the edge must be on the U face. You
just need to pair them up. Check the colors on the corner and the
edge and make sure that they are on the upper face. You need
them to be the same, or else you should perform U movements
until the edge turns to the middle slice, which is the vertical slice
in the center. Perform M or M’ so that the edge will stay in the
upper face and the color will now match the color of the corner.
When the corner and the edge have the same color on the upper
face, perform a U movement until the edge reaches the Middle
layer. Then, perform an M’ to place the edge to the down layer.
Perform U movements until the corner is in the spot near where
the edge was and the Down color is on either right or left face.
Then, perform the opposite M’ to bring back the edge. It must be
touching the corner and both stickers on the edge must match the
non-Down corner of the colors.
Lastly, you can slide this pair adjacent to the center-edge pair to
form a 2 x 2 block. Check the colors of the pair on the U face. If
these are on the Left, then perform the U turns until the pair is
now pointing at the L face.
Take note that the corner and the edge must be on either the Back
or Front faces. You can either perform a B or F’ turn to slid this
pair down.
If the colors of the pair on the U face are not on the Left, then you
should perform a U movement until the whole pair is placed on
the R face. Next, perform an L’ movement so that the centre-edge
pair color points on the opposing direction of the corner-edge pair.
You can perform a U2 to match the pairs up and perform the
opposite L’ to lower than the 2 x 2 block back down to the bottom
block .
C. Corner-Edge 2nd Pair
I know, the previous step seems very complicated. But once you
master it, you can solve the 2nd pair precisely as the first pair. The
main difference is that regardless of the face, the first pair will end
up on the Back or Front, which will not be possible to solve the
second. Hence, never perform the F turns if this would break up
your block as well as with B movements.
Orientation
The algorithm that you have to remember to successfully accomplish
this step is the following: F - R - U - R’ - U’ F’.
As it turns out, after placing these several pieces in the correct spot,
there are only at least seven probably orientation for your corners. There
are also at least seven unique ways for your corners to be turned. All
you have to do is use U turns until the patterns match the right form,
and then perform the algorithm.
Again, do not rotate the cube. You can at least turn the U face. If these
corners are not oriented after performing the algorithm, you can just
repeat the process described above until you get the proper orientation.
To determine the right pattern to use on your cube, you can just focus on
the positions of the corner colors, which match the top color. If you are
not aware of the Top color, you could determine this by checking which
color is shared among the four upper corners. Top colors are easy to
notice as they are the only colors that are on all fours.
Permutation
Take note of this permutation: R’ U L’ U2 R U’ R’ U2 L
This permutation is the specific algorithm that you have to memorize so
you can complete the corners. As it turns out, after placing the corners
in the proper orientation, you can only have three probable permutations
that they can be placed.
The algorithm above will swap the location of the two Back corners and
also leave alone the Front corners.
Again, do not try to rotate the Rubik’s cube.
You can only turn the U face to work on messed up corners into the
Back face for switching. If you notice that all the corners are messed up,
then you can just do the algorithm above two times. If the corners are on
their proper places, then you don’t have to do this step and so you can
also skip the algorithm above.
Orientation
Take note of this algorithm: M’ U’ M’
At this point, you just need to use two kinds of moves: M, U turns,
which will allow you to complete the remaining six edges.
Remember, this is a 2-part process. First, you need to perform an M turn
in order so you can get the bottom or top centers on the actual bottom or
top faces. After this, make certain that any M turn you do should be
followed up quickly by another so that the Bottom and Top centers will
stand on the Top and Bottom face s
Second, you should perform the permutations: M’ U2 M’ until all the
colors on the Bottom and Top faces can match either the Bottom or Top
centers. It is really not important if there is a bottom color on the Top
face. You are all good as long as there is only Bottom and Top colors on
the Bottom and Top faces.
You might have realized at this point that there are only very few
patterns for the edges that are not still oriented to be in. However, as
there is no risk of messing up your completed faces (remember, you
should only use M and U turns), you can do this as a bonus exercise.
Try to see how many of the sequences you could spot on and try to
determine the fastest way to change between these sequences to obtain
all the oriented edges.
Permutation
Take note of the following permutations:
U2 M’ U2
M’ U2 M’
There are two steps in this last phase, and you just need to memorize the
permutations above.
First, you have to complete the Right and Left edges. One tip I can give
you is that you should perform the second algorithm written above and
try what you can get. Check if you can use this to get both the Right and
Left edges into the D face simultaneously. And another tip: Unless you
are using the second algorithm, you must not use a single M’ turn. If
you must switch things from the D face to the T face, you can do the
M2 instead .
Time for the last step: switch the last four edges on the Middle layer.
Take note that the only permutation that you have to remember is the
first one, with probably several M’ movements if necessary.
After performing these steps, you should have solved the cube using the
Roux Method.
Chapter 7 - Advanced Methods: The ZZ Method
The ZZ Method is another advanced method in solving the Rubik’s
cube. It attempts to shorten the Fridrich move count and often used by
speed cubers while harnessing their finger tricks. You will learn more
about finger tricks in the next Chapter.
This method involves the orientation of edges as part of the first stage to
eliminate the need for B, F, or D turns. Meanwhile, the last layer could
then be solved in one look as all the edges can be oriented. However,
there are at least 493 algorithms, which you have to learn to do that,
which is something that only master speedcubers achieved.
As a beginner in this method, you can use the basic OLL and PLL that
you have learned in the Fridrich method, which means that you only
have to learn at least seven algorithms for OLL rather than 57. But
altogether, the ZZ method is easier to execute than the Fridrich method
and it saves a lot of precious seconds.
Here are the steps in solving the Rubik’s Cube using the ZZ method:
In this method, you have to look at every edge in the Upper layer
to identify any bad edge. Then, you should check the Down layer,
taking note of the same rules for every edge. Lastly, you have to
look at the four remaining middle slice edges. Be sure to check
first the Back and Front faces first, taking note of the same rules.
You can keep track of the misoriented edges by putting on a finger
on every piece you have discovered.
The following rules can help you in making decision for working on
misoriented edges:
1. It is often more efficient to select the Front and Back face
with the most misoriented edges the cube currently has for
the initial turn for F and B.
2. It is often less efficient if you place a misoriented edge into
Front and Back, which eliminates another misoriented edge
from Front and Back.
3. If your cube has six or more misoriented edges, it is more
efficient to do away with the misoriented edges using both
Front and Back faces instead of just one.
4. If your cube has six or more misoriented edges, it is more
efficient if the placement of a misoriented edge into a Front
or Back face will also place another edge into the opposing
Front or Back face.
5. Performing Front or Back moves with only two opposing
misoriented edges can be useless in the perspective of an
edge orientation, but could be useful in line edge
manipulation.
Take note that the order of execution will greatly depend on the case.
Generally, the 1 x 2 x 2 block must always come prior to connecting the
1 x 1 x 2 block, or else you have to perform more moves later on.
Building 1 x 2 x 2 Blocks
In order to form a 1 x 2 x 2 block, a D-layer corner and two edge pieces
are required - a mid-layer edge and a D-face edge. Forming the block
first involves building a 1 x 1 x 2 block with one edge and corner piece.
The other edge will be placed into the proper edge piece. The other edge
will then be placed into the proper mid-layer position and will then
paired to the block through the U face turns.
You can first build the first 1 x 1 x 2 block with a D-face edge or a mid-
layer edge. Because you are free to fully turn the R and U faces without
the need to break up anything, these initial 1 x 1 x 2 blocks can be quite
easy to make. Below are the four basic cases you will encounter while
doing this step:
1. Corner and middle-edge in upper layer
After building the first 1 x 1 x 2 block, you should connect it with the
third edge in the middle layer. You can do this in either two ways
depending if the block is being paired with a D-layer or middle-slice
edge. Below are the two cases you will encounter:
1. Connection with middle-layer edge
Forming 1 x 1 x 2 Block s
You can usually form the 1 x 1 x 2 blocks is often performed by
connecting them in the upper layer similar to the process in working
with the first two layers following the Fridrich method. But in the ZZ
method, you don’t have to rotate the cube, and you can only use L - R -
turns. Below are the three basic cases that you will encounter in forming
1 x 1 x 2 blocks. I have also included the permutations that you can use.
R U R’ - R U R’ U R U R’ - R U’ R’ U’ R
U R’
R U2 R’ U2 R U’ R’
R U2 R’ U R U’ R’ - R U’ R’ U2 R U R’ -
L U R U R’ L’
If the target edge or corner pieces are not placed in the Upper Layer,
then you have to bring them up before you can perform these
permutations. If the needed pieces are already placed in the Upper layer,
but not correctly connected, you have to separate them before you can
solve.
COLL / EPLL
In this step, you have to orient and permute the corners of the last layer
without messing up the orientation of the edge in a single step. Then,
you have to permute the edges of the last layer in the final step.
Speedcubers who use the ZZ method prefer this orientation because it
has a lower move count compared to the OCLL/PLL and this is even
regarded by some speedcubing masters to have cases that are easier to
recognize .
Learning COLL/EPLL is also a useful platform before you can learn
ZBLL or ZZLL. There are 40 cases in COLL, which can be solved by
25 algorithms. Meanwhile, EPLL is just four cases and only 3
algorithms if you try to mirror the U permutations, which is a total of 28
algorithms for the entire LL.
OCELL / CPLL
This will orient the corners of the last layer while performing the
permutations of the edges for the last layer without messing up the
orientation of the edges in one single step. In the final step, the corners
of the last layers should also be permuted.
The primary benefit of using the OCELL / CPLL is that most of the
permutations in the OCELL could be performed in 2-gen or turning
only two sides. This provides a major advantage over the COLL if you
are into one-handed speedcubing.
Similar to COLL, you have to recognize 40 cases in OCELL, which can
be solved by 25 algorithms. Take note that CPLL is also just four cases,
and most of them are A permutations. The rest of the cases are E
permutations and H permutations .
ZBLL
ZBLL is usually regarded as the Holy Grail in speed cubing, because
this step solves the last layer by orienting the corners and then
permuting the edges and corners all in a single step.
This method involves 494 specific cases, and you need at least 177
algorithms assuming that you apply mirrors and inverses.
Chapter 8 - Finger Trick s
Aside from learning the algorithms, another crucial aspect that you
should learn if you are into speedcubing are finger tricks. Sure you can
solve the Rubik’s cube without the need for speed, but wouldn’t it be
cool to show to your family and friends that you can solve the cube in
mere seconds? Very few can do that and that is something that you can
be proud of.
When you first develop interest in the Rubik’s cube, you probably have
purchased a cheap one online or from a toy store. Usually, these cubes
are not designed for speed cubing. Hence, moving a layer may need a
whole-handed effort on the layer, and you may need to pull or push
some cubes so you can place them at the right position.
Meanwhile, if you are to observe a master speedcuber in a competition,
or in popular YouTube videos, you will see that these experts are
maneuvering layers using only one finger to place the middle layer
across or two fingers in a single movement to perform a double turn.
Once you master finger tricks, you can easily use your pinky or ring
fingers to execute D turns without the need to rotate the whole cube.
Mastering finger tricks can only be achieved with regular practice. As
you familiarize yourself with the algorithms you have learned in this
book, executing them while using finger tricks will embed in your
muscle memory and help you to become a speedcuber .
How the God’s Number For Solving The Rubik’s Cube was
Determined
How was this number determined? Basically the team of researchers
created a computer algorithm that solved all 43,252,003,274,489,856,000
possible combinations of the cube. If you are going to use an ordinary
computer to perform their computation, it would take you 35 years to
complete it, despite having an algorithm and a program that allows them to
solve 19.5 billion positions in under 20 seconds. For this reason, John
Dethridge from Google made use of Google’s computers in order to speed
up the pace of finding all possible solutions for the remaining positions.
Solving all of these combinations in a linear fashion would be an
insurmountable task, so the team of researchers undertook a number of
steps to make it more manageable.
Since it is impossible to solve all the possible positions on the cube, Tomas
Rokicki and his team simplified the process by adapting the group theory.
By using this theory, they are able to minimize the number of sets that they
need to solve to 56 million, which is done by studying different symmetries
of a Rubik’s cube.
For example, if you are going to turn a cube upside down, it has changed
positions but it does not require a different solution in order to find the
algorithm that solves it. This means that all equivalent positions are
disregarded, and all that they needed to solve are the other configurations.
Here are the steps the researchers took:
It should be noted that each solution they found was not the optimal one --
that is, the one that actually required the fewest moves. Twenty refers to the
maximum number of moves required; there are actually many others that
can be solved in as little as eighteen moves.
In fact, the lower bound of eighteen was established as early as 1981 by
mathematician Morwen Thistlethwaite or just seven years after the cube
was invented. The upper bound was 52, meaning that no matter what the
position, it would take no more than 52 moves to solve. Less than ten years
later, in 1990, Hans Kloosterman demonstrated that it would take no more
than 42 moves.
Move forward to March 2008 and Thomas Rokicki had reduced the upper
bound to 25 moves although the lower bound had increased to 20 moves.
Michael Reid had established this lower bound in January 1995, and he had
also determined the upper bound was 29 moves in the same month .
Rokicki was one of the team of researchers who had definitively established
God’s Number. In collaboration with John Welborn, he reduced the upper
bound to just 22 moves. Finally, along with three other researchers, he
definitively proved that God’s Number was 20 in 2010.
To illustrate an algorithm that can solve the Rubic’s cube in twenty moves,
we have provided an illustrative example.
The first step is B’, meaning that you have to rotate the back face of the
cube counterclockwise by 90-degrees.
The second step is D’, meaning that you will rotate the down face
counterclockwise 90-degrees.
The third step is R, meaning that you have to turn the right face 90 degrees
clockwise.
The fourth step is B’, meaning that you have to rotate the back face by 90-
degrees counterclockwise.
The fifth step is D2, meaning that you have to rotate the down face by 180
degrees.
The sixth step is F’, meaning that the front face of the cube should be
rotated 90-degrees counterclockwise.
The seventh step is L2, meaning that the left face has to be turned 180
degrees .
The eighth step is B2, meaning the back face has to be turned 180-degrees.
The ninth step is D, meaning the down face has to be turned 90-degrees
clockwise.
The tenth step is L, meaning that the left face should be turned 90-degrees
clockwise.
Step 11 is D2, meaning that the down face should be turned 180-degrees.
This is solved by following the algorithm F U' F2 D' B U R' F' L D' R' U' L
U B' D2 R' F U2 D2. If you want to follow how this position is achieved,
here is a step-by-step illustration of how this is done, starting from the
following starting position: