Thread: "The physical 2x2x2x2 as seen by a 'regular' cuber."

From: Brian Pamandanan <pentaquark394@yahoo.ca>
Date: Tue, 20 Feb 2018 02:24:53 +0000 (UTC)
Subject: The physical 2x2x2x2 as seen by a 'regular' cuber.




From: Brian Pamandanan <pentaquark394@yahoo.ca>
Date: Wed, 21 Feb 2018 00:53:28 +0000
Subject: The physical 2x2x2x2 as seen by a 'regular' cuber.



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Welcome!

Your solution seems really interesting, and it sounds kind of similar to
mine. It would be helpful to have a walk-through solve video to really get
a grip on what you're doing though. (Incidentally you can see my solution
here, although spoiler alert for the end cap double twist.
https://youtu.be/lrD-GO-RMCE)

ROIL refers specifically to the Right, Left, In and Out cell moves possible
in one movement from the horizontal position, although it does include some
other moves as a moveset. There were a few posts detailing it, as well as
some videos a while back in this group, but put simply:
Any move of the left and right cell,
90 degree "M slice" moves of the in and out cells,
180 degree ONLY moves of the in and out cells in the other two axes,
180 degree ONLY "slab" moves of the U, D, F and B cells, similarly to a
2X2X4.
However, out cell moves can be kind of awkward, so typically, the left or
right end cap is moved across to the opposite end, so that the in and out
cells are on the left and right, making them much easier to manipulate. The
same restrictions on them still apply though. I'm presuming you know about
the restrictions on movement for the physical puzzle, but I'd be happy to
clear it up if you don't know.

ROIL notation is very similar to standard Rubik's cube rotation notation,
using x/x', y/y' and z/z' to describe moving the cells. For example, Rx
would look very similar to an R on a 3d cube, and Rz would be moving
similar to an F. Slab moves can be described as a *2 move, such as Uy2. I
hope that's clear.

ROIL also contains a rotation with an identical result to Melinda's, as far
as I'm aware, which uses an "illegal" in and out cell move and some cleanup
moves. Notated, it is (Iy Oy') Rx2 Bz2 Uy2 Rx2.

I hope that was helpful, but I know I can be bad at communicating. =F0=9F=
=98=85

~Luna

On 20 Feb 2018 21:58, "Brian Pamandanan pentaquark394@yahoo.ca [4D_Cubing]"
<4D_Cubing@yahoogroups.com> wrote:



I was browsing through the speedsolving forum when I saw this puzzle and
had to get it, even though I wasn't particularly interested in 4D cubing
before. I've had it for about a week and a half now, and here's what
happened.


Despite this and the fact I haven't fully gotten a handle on your jargon
yet. I did eventually come up with a way to solve it, sketched out below,


-Pre-orient so that one pair of opposite colours is on opposite sides.

---Get as far as you can w/o gyro rotations. (Ideally you have a few target
stickers 'pointing out'. (In L and R cells when puzzle is horizontal) )
---Twist pieces so that when you gyro-rotate, you can finish with 3D OLL(w/
setup) on one cell.
---After this is done, gyro-rotate so the target colours are 'pointing out'
and separate the target colour pair by those two cells.

-Solve cells two separate 2x2x2s
---May need to twist transfer between cells.
---Need to deal with end cap double twist.


I also came up with three different ways to gyro, two of which I demoed:


Gyro rotation of physical 2^4.

Gyro rotation of physical 2^4.



Another gyro rotation of physical 2^4. - YouTube


Another gyro rotation of physical 2^4. - YouTube




The third is a variation Melinda's gyro move:

-First, you start a clamshell move, but instead of closing horizontally,
you continue 'opening' vertically until the former L and R sides join.
-Do a single vertical stack move.
-Do three clamshell moves as you would in Melinda's gyro.

A question:
Where can I fond out about this 'ROIL'?



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Welcome!=C2=A0

dir=3D"auto">Your solution seems really interesting, and it sounds kind of=
similar to mine. It would be helpful to have a walk-through solve video to=
really get a grip on what you're doing though. (Incidentally you can s=
ee my solution here, although spoiler alert for the end cap double twist. <=
a href=3D"https://youtu.be/lrD-GO-RMCE">https://youtu.be/lrD-GO-RMCE)=
=C2=A0

ROIL refers speci=
fically to the Right, Left, In and Out cell moves possible in one movement =
from the horizontal position, although it does include some other moves as =
a moveset. There were a few posts detailing it, as well as some videos a wh=
ile back in this group, but put simply:
Any move of =
the left and right cell,=C2=A0
90 degree "M sli=
ce" moves of the in and out cells,=C2=A0
180 de=
gree ONLY moves of the in and out cells in the other two axes,
r=3D"auto">180 degree ONLY "slab" moves of the U, D, F and B cell=
s, similarly to a 2X2X4.
However, out cell moves can=
be kind of awkward, so typically, the left or right end cap is moved acros=
s to the opposite end, so that the in and out cells are on the left and rig=
ht, making them much easier to manipulate. The same restrictions on them st=
ill apply though. I'm presuming you know about the restrictions on move=
ment for the physical puzzle, but I'd be happy to clear it up if you do=
n't know.=C2=A0
=3D"auto">
ROIL notation i=
s very similar to standard Rubik's cube rotation notation, using x/x=
9;, y/y' and z/z' to describe moving the cells. For example, Rx wou=
ld look very similar to an R on a 3d cube, and Rz would be moving similar t=
o an F. Slab moves can be described as a *2 move, such as Uy2. I hope that&=
#39;s clear.=C2=A0

<=
div class=3D"gmail_extra" dir=3D"auto">ROIL also contains a rotation with a=
n identical result to Melinda's, as far as I'm aware, which uses an=
"illegal" in and out cell move and some cleanup moves. Notated, =
it is (Iy Oy') Rx2 Bz2 Uy2 Rx2.=C2=A0
ir=3D"auto">
I hope that w=
as helpful, but I know I can be bad at communicating. =F0=9F=98=85
v class=3D"gmail_extra" dir=3D"auto">
ir=3D"auto">~Luna

ss=3D"gmail_quote" dir=3D"auto">On 20 Feb 2018 21:58, "Brian Pamandana=
n pentaquark394=
@yahoo.ca
[4D_Cubing]" <.com" target=3D"_blank">4D_Cubing@yahoogroups.com> wrote:
"attribution">
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813709241ydpc869a78ayui_3_15_0_4_1519035655357_7">I was browsing through th=
e speedsolving forum when I saw this puzzle and had to get it, even though =
I wasn't particularly interested in 4D cubing before. I've had it f=
or about a week and a half now, and here's what happened.

id=3D"m_-5499717624915278865m_7502868530968919573ydp82b783ceyiv9666834270yd=
p871f8eadyiv5757937718ydp6b3027afyiv1813709241ydpc869a78ayui_3_15_0_2_15190=
35655357_1963" style=3D"margin:0.1em 0px;padding:0px;color:rgb(0,0,0)">
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)">6834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241ydpc869a78ayui_3_15_=
0_4_1519035655357_10">Despite this and the fact I haven't fully gotten =
a handle on your jargon yet. I did eventually come up with a way to solve i=
t, sketched out below,

0968919573ydp82b783ceyiv9666834270ydp871f8eadyiv5757937718ydp6b3027afyiv181=
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p82b783ceyiv9666834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241ydpc8=
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c869a78ayui_3_15_0_4_1519035655357_20" style=3D"word-spacing:normal">-Pre-o=
rient so that one pair of opposite colours is on opposite sides.=C2=A0n>

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p) on one cell.
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hose two cells.

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---Need to =
deal with end cap double twist.


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r:rgb(38,40,42)">Gyro rotation of physical 2^4.

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nk">Another gyro rotation of physical 2^4. - YouTube


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717624915278865m_7502868530968919573ydp82b783ceyiv9666834270ydp871f8eadyiv5=
757937718ydp6b3027afyiv1813709241ydp6958bcfcard-richInfo2" style=3D"text-al=
ign:left;padding:15px 0 0 15px;vertical-align:top">
9717624915278865m_7502868530968919573ydp82b783ceyiv9666834270ydp871f8eadyiv=
5757937718ydp6b3027afyiv1813709241ydp6958bcfcard-actions" style=3D"text-ali=
gn:right;padding:15px 15px 0 0;vertical-align:top">
624915278865m_7502868530968919573ydp82b783ceyiv9666834270ydp871f8eadyiv5757=
937718ydp6b3027afyiv1813709241ydp6958bcfcard-share-container">
r=3D"0" align=3D"center" class=3D"m_-5499717624915278865m_75028685309689195=
73ydp82b783ceyiv9666834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241y=
dp6958bcfcard-info m_-5499717624915278865m_7502868530968919573ydp82b783ceyi=
v9666834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241ydp6958bcfyahoo-=
ignore-table" cellpadding=3D"0" cellspacing=3D"0" style=3D"background:#fff;=
width:100%;max-width:400px;border-top:1px solid rgb(224,228,233)">r>
lign:top">3ceyiv9666834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241ydp6958bcfc=
ard-object-1 m_-5499717624915278865m_7502868530968919573ydp82b783ceyiv96668=
34270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241ydp6958bcfyahoo-ignore=
-inline-image m_-5499717624915278865m_7502868530968919573ydp82b783ceyiv9666=
834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241ydp6958bcfymail-prese=
rve-class" src=3D"https://s.yimg.com/nq/storm/assets/enhancrV2/23/logos/you=
tube.png" height=3D"36" style=3D"min-width:36px;margin-top:3px">
yle=3D"vertical-align:middle;padding:12px 24px 16px 12px;width:99%;font-fam=
ily:Helvetica Neue,Helvetica,Segoe UI,Arial,sans-serif">

9717624915278865m_7502868530968919573ydp82b783ceyiv9666834270ydp871f8eadyiv=
5757937718ydp6b3027afyiv1813709241ydp6958bcfcard-title" style=3D"font-size:=
14px;margin:0px 0px 6px;color:rgb(38,40,42)">Another gyro rotation of physi=
cal 2^4. - YouTube

573ydp82b783ceyiv9666834270ydp871f8eadyiv5757937718ydp6b3027afyiv1813709241=
ydp6958bcfcard-description" style=3D"font-size:12px;margin:0px;color:rgb(15=
1,155,167)">



The third i=
s a variation Melinda's gyro move:

-First, you=
start a clamshell move, but instead of closing horizontally, you continue =
'opening' vertically until the former L and R sides join.
>-Do a single vertical stack move.
-Do three clamshell moves as y=
ou would in Melinda's gyro.

A question:
iv>
Where can I fond out about this 'ROIL'?

>
div>




=20=20=20=20=20

=20=20=20=20
>


--94eb2c14c25207b9630565ae5b84--




From: pentaquark394@yahoo.ca
Date: 22 Feb 2018 02:06:15 +0000
Subject: Re: The physical 2x2x2x2 as seen by a 'regular' cuber.




From: pentaquark394@yahoo.ca
Date: Thu, 22 Feb 2018 15:06:41 -0800
Subject: Re: The physical 2x2x2x2 as seen by a 'regular' cuber.



--------------210D1070D7D9B00D4C9AC76C
Content-Type: text/plain; charset=utf-8; format=flowed
Content-Transfer-Encoding: quoted-printable

Hello Brian,

This is very cool that you solved the puzzle, and especially nice to see wh=
at it looks like from someone approaching it purely as a 3D puzzle. Your de=
scription makes a wonderful introduction to our group!

Of course this stuff is difficult to describe in text and we're still feeli=
ng around for the best notations. I really appreciate your gyro video clips=
, and I hope you can be convinced to upload a video of showing a full solve=
with descriptions of what you're doing at each step. Don't worry about len=
gth if that's a burden. I'm sure that lots of us would love to watch it clo=
sely regardless of length.

Regarding layers, we've tended to call them "slices" in MagicCube4d. Twisti=
ng them is done by holding down number keys while twisting left or right. T=
he number '2' affects the second slice, '3' the third, etc. You can hold do=
wn any combination to compose a kind of chord or "slices mask" as it's call=
ed in the code. Those puzzles can be solved layer-by-layer or by piece type=
. Neither approach really applies to the physical 2^4 though.

Welcome and happy puzzling!
-Melinda

On 2/21/2018 6:06 PM, pentaquark394@yahoo.ca [4D_Cubing] wrote:
>
>
> Skimming through the video above, it seems the mains difference between o=
ut methods is that after what I call pre-orientation, you solve one L/R cel=
l directly, while I immediately separate and solve the two cells almost as =
two regular 2x2x2s. That means I also have to deal with the case where I ha=
ve to transfer corner twists between the L/R cells.
>
> Also, I tend not to use any moves on=C2=A0 I/O cells except the slice typ=
e moves. Here's how I approach pre-orientation.
>
> -Do L/R moves & a gyro-rotate so a favourable # of pieces(you actually wa=
nt a few) have the target colour "pointing out".
> -Get as many target colour stickers facing U/D, and move the pointing out=
stickers to one layer of one cell.
> -Twist non-sticker stickers so a gyro-rotate gives you a 2x2x2 oll case.
>
> A few more questions I thought of:
> What is RKT?
> In 3d cubing, a distincti on can be made between a layer and a face. How =
do you make this distinction in 4d?


--------------210D1070D7D9B00D4C9AC76C
Content-Type: text/html; charset=utf-8
Content-Transfer-Encoding: quoted-printable



">


Hello Brian,



This is very cool that you solved the puzzle, and especially nice to
see what it looks like from someone approaching it purely as a 3D
puzzle. Your description makes a wonderful introduction to our
group!



Of course this stuff is difficult to describe in text and we're
still feeling around for the best notations. I really appreciate
your gyro video clips, and I hope you can be convinced to upload a
video of showing a full solve with descriptions of what you're doing
at each step. Don't worry about length if that's a burden. I'm sure
that lots of us would love to watch it closely regardless of length.>


Regarding layers, we've tended to call them "slices" in MagicCube4d.
Twisting them is done by holding down number keys while twisting
left or right. The number '2' affects the second slice, '3' the
third, etc. You can hold down any combination to compose a kind of
chord or "slices mask" as it's called in the code. Those puzzles can
be solved layer-by-layer or by piece type. Neither approach really
applies to the physical 2^4 though.



Welcome and happy puzzling!

-Melinda



On 2/21/2018 6:06 PM,
hoo.ca">pentaquark394@yahoo.ca [4D_Cubing] wrote:





Skimming through the video above, it seems the mains
difference between out methods is that after what I call
pre-orientation, you solve one L/R cell directly, while I
immediately separate and solve the two cells almost as two
regular 2x2x2s. That means I also have to deal with the case
where I have to transfer corner twists between the L/R cells.




Also, I tend not to use any moves on=C2=A0 I/O cells except the
slice type moves. Here's how I approach pre-orientation.=C2=A0>



-Do L/R moves & a gyro-rotate so a favourable # of
pieces(you actually want a few) have the target colour "pointing
out".

-Get as many target colour stickers facing U/D, and move the
pointing out stickers to one layer of one cell.=C2=A0

-Twist non-sticker stickers so a gyro-rotate gives you a
2x2x2 oll case.




A few more questions I thought of:

What is RKT?

In 3d cubing, a distincti on can be made between a layer and
a face. How do you make this distinction in 4d?








--------------210D1070D7D9B00D4C9AC76C--




From: Luna Harran <scarecrowfish@gmail.com>
Date: Thu, 22 Feb 2018 23:20:51 +0000
Subject: Re: [MC4D] Re: The physical 2x2x2x2 as seen by a 'regular' cuber.



--f403045dceb66f90d80565d54b0f
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

That's pretty cool. I was thinking about doing it that way, but
transferring the twists is a pain in my opinion. I don't know which is
faster though.

Yeah, those I/O moves can be awkward, but I think they're easier to
understand than constantly rotating back and forth.

RKT refers to manipulating one cell as a 3d puzzle by using only rotations
of it and one adjacent face. The classic example in MC4D is manipulating
the I cell of an n^4 as an n^3 by only using I and R moves. The R moves are
in the axis perpendicular to the I cell, which is achieved by clicking the
out side of the R cell in MC4D. This has the effect of turning a layer of
the I cell, and rotating the I cell places different "faces" of it on the
right side to be turned with the R cell. It's the equivalent of turning
RUR'U' into R z R z' R' z R' z', if that makes any sense. Try it on a 3d
puzzle using rotations and R moves and you should get a feel for it.

The distinction between a face and a layer is very similar on a 4d puzzle
as on a 3d puzzle. A face would be solving all the stickers on one cell,
for example getting all yellow stickers on the right cell. A layer would
also solve all the adjacent stickers, for example my solve on one 2^3
directly on the physical puzzle. If I had only separated out the outer
colours, it would be a face, and the 2^3 not yet solved is still a face. I
hope that's clear.

~Luna

On 22 Feb 2018 07:24, "pentaquark394@yahoo.ca [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:



Skimming through the video above, it seems the mains difference between out
methods is that after what I call pre-orientation, you solve one L/R cell
directly, while I immediately separate and solve the two cells almost as
two regular 2x2x2s. That means I also have to deal with the case where I
have to transfer corner twists between the L/R cells.

Also, I tend not to use any moves on I/O cells except the slice type
moves. Here's how I approach pre-orientation.

-Do L/R moves & a gyro-rotate so a favourable # of pieces(you actually want
a few) have the target colour "pointing out".
-Get as many target colour stickers facing U/D, and move the pointing out
stickers to one layer of one cell.
-Twist non-sticker stickers so a gyro-rotate gives you a 2x2x2 oll case.

A few more questions I thought of:
What is RKT?
In 3d cubing, a distinction can be made between a layer and a face. How do
you make this distinction in 4d?



--f403045dceb66f90d80565d54b0f
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

That's pretty cool. I was thinking about doing i=
t that way, but transferring the twists is a pain in my opinion. I don'=
t know which is faster though.=C2=A0

dir=3D"auto">Yeah, those I/O moves can be awkward, but I think they're =
easier to understand than constantly rotating back and forth.=C2=A0
iv dir=3D"auto">
RKT refers to manipulating one =
cell as a 3d puzzle by using only rotations of it and one adjacent face. Th=
e classic example in MC4D is manipulating the I cell of an n^4 as an n^3 by=
only using I and R moves. The R moves are in the axis perpendicular to the=
I cell, which is achieved by clicking the out side of the R cell in MC4D. =
This has the effect of turning a layer of the I cell, and rotating the I ce=
ll places different "faces" of it on the right side to be turned =
with the R cell. It's the equivalent of turning RUR'U' into R z=
R z' R' z R' z', if that makes any sense. Try it on a 3d p=
uzzle using rotations and R moves and you should get a feel for it.=C2=A0div>

The distinction between a=
face and a layer is very similar on a 4d puzzle as on a 3d puzzle. A face =
would be solving all the stickers on one cell, for example getting all yell=
ow stickers on the right cell. A layer would also solve all the adjacent st=
ickers, for example my solve on one 2^3 directly on the physical puzzle. If=
I had only separated out the outer colours, it would be a face, and the 2^=
3 not yet solved is still a face. I hope that's clear.=C2=A0
dir=3D"auto">
~Luna
" dir=3D"auto">
On 22 Feb 2018 07:24, "<=
a href=3D"mailto:pentaquark394@yahoo.ca">pentaquark394@yahoo.ca [4D_Cub=
ing]" <4D_Cubing@yahoo=
groups.com
> wrote:
e" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">












=20

=C2=A0







=20=20=20=20=20=20
=20=20=20=20=20=20

Skimming through the video above, it seems the mains diff=
erence between out methods is that after what I call pre-orientation, you s=
olve one L/R cell directly, while I immediately separate and solve the two =
cells almost as two regular 2x2x2s. That means I also have to deal with the=
case where I have to transfer corner twists between the L/R cells.
iv>
Also, I tend not to use any moves on=C2=A0 I/O cells exce=
pt the slice type moves. Here's how I approach pre-orientation.=C2=A0div>

-Do L/R moves & a gyro-rotate so a favourable #=
of pieces(you actually want a few) have the target colour "pointing o=
ut".
-Get as many target colour stickers facing U/D, and mov=
e the pointing out stickers to one layer of one cell.=C2=A0
-Twis=
t non-sticker stickers so a gyro-rotate gives you a 2x2x2 oll case.
iv>
A few more questions I thought of:
What is RKT?=
In 3d cubing, a distinction can be made between a layer and a fa=
ce. How do you make this distinction in 4d?




=20=20=20=20=20

=20=20=20=20







=20=20









--f403045dceb66f90d80565d54b0f--




From: pentaquark394@yahoo.ca
Date: Wed, 7 Mar 2018 01:38:32 +0000
Subject: Re: The physical 2x2x2x2 as seen by a 'regular' cuber.



--001a1143fc26f4d68c0566c89d44
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Changing the slab move doesn't make much of a difference, true. I guess
it's up to you if you want to bother. Right to left or left to right is
just preference too. Although the scrambles won't just be mirrors of each
other.

I also wrote a python program to generate scrambles in my notation, but
could you explain the logic behind yours? I can tell that specifying the
pieces by colour, but what are the numbers? Orientation?

I personally don't have the patience to reassemble the puzzle as a
scramble. I find hunting for the right piece surprisingly time-consuming,
and considering I do a lot of solving on the go, it's not really an option.
It does seem like a good method for a thorough scramble though.

~Luna


On 7 Mar 2018 01:30, "pentaquark394@yahoo.ca [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:


[Attachment(s) <#m_-8870901422857357622_TopText> from pentaquark394@yahoo.c=
a
[4D_Cubing] included below]

I don't think changing the slab move face meaningfully adds to the
scrambling, so might as well always do U. I also prefer moving the right
slice to the left.

There are 24^2 distinct elements, so counting tells us that 10 minimum are
needed to reach all states. Probably ~15 elements should be enough for a
through scramble.

Speaking of which, I wrote some code in Python to assemble a puzzle into a
solvable state.

https://pastebin.com/kY2v4pPg

Pic 1 shows what a solved puzzle might look like if it happened to come up
as a scramble.
Pic 2 shows how to put the puzzle back into its normal shape to solve.
Pic 3 shows what the scramble below looks like when implemented.

yrgv-02 wogm-30 yrbm-13 wrbm-21 wogv-03 yobm-31 wrbv-02 wobv-20

wobm-30 yogv-12 yogm-21 wrgv-21 yrbv-31 yrgm-32 yobv-21 wrgm-32



--001a1143fc26f4d68c0566c89d44
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

Changing the slab move doesn't make much of a di=
fference, true. I guess it's up to you if you want to bother. Right to =
left or left to right is just preference too. Although the scrambles won=
9;t just be mirrors of each other.=C2=A0

r=3D"auto">I also wrote a python program to generate scrambles in my notati=
on, but could you explain the logic behind yours? I can tell that specifyin=
g the pieces by colour, but what are the numbers? Orientation?=C2=A0
<=
div dir=3D"auto">
I personally don't have th=
e patience to reassemble the puzzle as a scramble. I find hunting for the r=
ight piece surprisingly time-consuming, and considering I do a lot of solvi=
ng on the go, it's not really an option. It does seem like a good metho=
d for a thorough scramble though.=C2=A0

iv dir=3D"auto">~Luna


"gmail_quote">On 7 Mar 2018 01:30, "hoo.ca">pentaquark394@yahoo.ca [4D_Cubing]" <4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com> wrote:
=3D"attribution">
der-left:1px #ccc solid;padding-left:1ex">












=20

=C2=A0







=20=20=20=20=20=20
=20=20=20=20=20=20=20=20=20=20=20=20=20=20
bottom:20px">[7622_TopText">Attachment(s) from ca" target=3D"_blank">pentaquark394@yahoo.ca [4D_Cubing] included below=
]

=20=20=20=20=20=20=20=20
=20=20=20=20=20=20

I don't think changing the slab move face meaningfully adds to=
the scrambling, so might as well always do U. I also prefer moving the rig=
ht slice to the left.


There are 24^2 distinct elemen=
ts, so counting tells us that 10 minimum are needed to reach all states. Pr=
obably ~15 elements should be enough for a through scramble.

=
Speaking of which, I wrote some code in Python to assemble a puz=
zle into a solvable state.=C2=A0


Pic 1 shows what a solved p=
uzzle might look like if it happened to come up as a scramble.
Pi=
c 2 shows how to put the puzzle back into its normal shape to solve.
<=
div>Pic 3 shows what the scramble below looks like when implemented.
<=
div>

font-size:small">yrgv-02 wogm-30 yrbm-13 wrbm-21 wogv-03 yobm-31 wrbv=
-02 wobv-20

wobm-30 yogv-12 =
yogm-21 wrgv-21 yrbv-31 yrgm-32 yobv-21 wrgm-32=C2=A0

>




=20=20=20=20=20

=20=20=20=20







=20=20









--001a1143fc26f4d68c0566c89d44--




From: Luna Harran <scarecrowfish@gmail.com>
Date: Wed, 7 Mar 2018 01:41:34 +0000
Subject: Re: [MC4D] Re: The physical 2x2x2x2 as seen by a 'regular' cuber.



--f40304378ed0cd1d890566c8a86e
Content-Type: text/plain; charset="UTF-8"
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I just stacked a whole bunch of cubes on a desk as a makeshift tripod, if
that's any help. With how long it can take to explain the solves though,
comfort is important.

All my magnets seem to be fine, despite several drops on hard surfaces. I
hope you're not doing anything too crazy. =F0=9F=98=81

~Luna

On 7 Mar 2018 01:35, "pentaquark394@yahoo.ca [4D_Cubing]" <
4D_Cubing@yahoogroups.com> wrote:



I'd consider doing a walk-through solve when I improve my camera setup. You
don't see it in my gyro rotations, but my right arm is reaching around
uncomfortably.

Also, it may just be the way I turn the puzzle, I had problems with the
magnets escaping their places in the pieces. You may want to check for dead
spots in your puzzles.



--f40304378ed0cd1d890566c8a86e
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I just stacked a whole bunch of cubes on a desk as a=
makeshift tripod, if that's any help. With how long it can take to exp=
lain the solves though, comfort is important.=C2=A0
=

All my magnets seem to be fine, despite several=
drops on hard surfaces. I hope you're not doing anything too crazy. =
=F0=9F=98=81

~Luna
=

"gmail_quote">On 7 Mar 2018 01:35, "hoo.ca">pentaquark394@yahoo.ca [4D_Cubing]" <4D_Cubing@yahoogroups.com">4D_Cubing@yahoogroups.com> wrote:
=3D"attribution">
der-left:1px #ccc solid;padding-left:1ex">












=20

=C2=A0







=20=20=20=20=20=20
=20=20=20=20=20=20

I'd consider doing a walk-through solve when I improve my came=
ra setup. You don't see it in my gyro rotations, but my right arm is re=
aching around uncomfortably.


Also, it may just be th=
e way I turn the puzzle, I had problems with the magnets escaping their pla=
ces in the pieces. You may want to check for dead spots in your puzzles.iv>




=20=20=20=20=20

=20=20=20=20







=20=20









--f40304378ed0cd1d890566c8a86e--




From: pentaquark394@yahoo.ca
Date: 07 Mar 2018 20:06:45 +0000
Subject: Re: [MC4D] Re: The physical 2x2x2x2 as seen by a 'regular' cuber.




From: pentaquark394@yahoo.ca
Date: Wed, 7 Mar 2018 14:30:40 -0600
Subject: Re: [MC4D] Re: The physical 2x2x2x2 as seen by a 'regular' cuber.



--001a1142ee22cb98d70566d86ec8
Content-Type: text/plain; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I haven't had any magnet issues myself but wanted to recommend using this
adhesive instead of superglue. It worked so much
better for me on a different printed model, one where I was using tiny disk
magnets in a similar fashion. I think it is the extra viscosity that helps,
whereas superglue just seeped into the roughness of the surface and failed
to hold. The only downside is it does take 24 hours to cure.

Roice

On Wed, Mar 7, 2018 at 2:06 PM, pentaquark394@yahoo.ca [4D_Cubing] <
4D_Cubing@yahoogroups.com> wrote:

>
>
> I've had half a dozen or so come loose. I have a tendency to fiddle with
> the puzzle and slide pieces against each other. Orange parts seemed
> particularly vulnerable.
>
>=20
>

--001a1142ee22cb98d70566d86ec8
Content-Type: text/html; charset="UTF-8"
Content-Transfer-Encoding: quoted-printable

I haven't had any magnet issues myself but wanted to r=
ecommend using=C2=A0this adhesive=C2=
=A0instead of superglue. It worked so much better for me on a different pri=
nted model, one where I was using tiny disk magnets in a similar fashion. I=
think it is the extra viscosity that helps, whereas superglue just seeped =
into the roughness of the surface and failed to hold. The only downside is =
it does take 24 hours to cure.

Roice
ss=3D"gmail_extra">
On Wed, Mar 7, 2018 at 2:=
06 PM, pentaquark394@yahoo.ca=
[4D_Cubing] <com" target=3D"_blank">4D_Cubing@yahoogroups.com> wrote:
<=
blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px=
#ccc solid;padding-left:1ex">






=20=20=20=20=20=20=20=20

















I've had half a dozen or so come loose. I have a tendency to fiddle wit=
h the puzzle and slide pieces against each other. Orange parts seemed parti=
cularly vulnerable.






















--001a1142ee22cb98d70566d86ec8--





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