Message #3997

From: Melinda Green <>
Subject: Re: [MC4D] Re: The physical 2x2x2x2 as seen by a ‘regular’ cuber.
Date: Thu, 22 Feb 2018 15:06:41 -0800

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!

On 2/21/2018 6:06 PM, [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  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 distincti on can be made between a layer and a face. How do you make this distinction in 4d?