ANLEITUNG RUBIKS CUBE PDF

Da jemand wusste, wie ich mit Nachname heisse wurde die Strategie einfach nach mir benannt. In summer I developed my own method to solve the Rubik's Revenge. This method is interesting for Cubers, who use the Roux-method to solve the 3x3 because the first and last steps are the same. My personal record with this method is at present August about 1 minute 7second.

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Something that not many people actually accomplish. Once you learn how to solve the cube , you realise just how simple it is. As a speedcuber , I sometimes find it difficult to comprehend that it is seen by many as nearly impossible. However, once you master the cube, you want more. Sure, you can go up to the bigger cubes such as the 4x4 , 5x5 or further. You could go down to simpler puzzles, like the 2x2 or the Pyraminx. But for those of you who want an extra challenge, something to really test your memory and ability, you might want to try to solve the cube blindfolded.

Blindfolded solving is popular amongst speedcubers , but there are a lot of people who just like to do it for fun. Most people believe that solving the cube sighted requires amazing memory capacity, let alone solving it blindfolded.

He managed to break his own record 4 times in 23 months, before he lost it to Thomas Kohn. He reduced the NR from 35 minutes to just 7. Nowadays, Old Pochmann is still used by many. However, speedsolvers who compete to solve the cube blindfolded as fast as possible have switched to newer and faster methods. The Algorithms Solving the cube blindfolded requires considerably less algorithms than solving it sighted.

Using the Old Pochmann method, you can solve the cube with as little as five algorithms. If you know how to solve the cube sighted, you may already know a few of these from the advanced Rubik's Cube tutorial :.

This algorithm switches the two right-most corners and the edge in between them with the edge opposite it. This algorithm switches the two right-most corners and the edge in between them with the edge adjacent on the front face. This algorithm switches the two right-most corners and the edge in between them with the edge adjacent on the back face it is important to note that to perform this algorithm you need to rotate the cube so you are holding the cube in the orientation shown to the right before doing the algorithm.

Then, you need to rotate back to continue. This algorithm swaps the bottom right corner with the top left corner, and the two top left edges. This algorithm swap the two back corners and the two adjacent edges on the front and right. This algorithm requires a rotation before and after because the pieces you need to swap are not directly in front of you. Notation is very important in blindfolded solving, as you need to know where you are going to send your pieces.

You first need to pick your orientation. I recommend having yellow on top and orange on front, as it is the most popular orientation. With blindfolded cubing, we work with stickers instead of pieces. When solving a piece, it needs to be in the correct orientation. Just remembering the piece itself is not sufficient, as there is a chance the piece will be flipped in its place.

Therefore, each sticker on each face has a letter except the centre sticker. You need to assign a letter to each sticker on your cube. I have shown my lettering scheme below. 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. 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. 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.

This is not the end of the edge memorisation, and you will see why shortly. 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. The next letter you remembered was V, or the RD edge. This is a massive problem that new blindsolvers have — Preservation.

The two corners that are sandwiching the edge are swapped.

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