M2/R2 Blindcubing Methods: Home Cube Corner Blindsolving
M2/R2 Blindcubing Methods: Home Cube Corner Blindsolving
Update 1: I fixed some minor issues and added the history section.
In January 2006, I developed a new method for solving the 3x3 edges
blindfolded and briefly described early versions in the blindcubing yahoo
group. Since then I have improved the method, adapted it for solving
corners (first it was only for edges) and used it in competitions. Sighted,
i.e. using the method in regular speedsolving, I average a little under 50
seconds. I'm convinced with memorization and good recall a 40 seconds
real average for execution is possible. This page briefly describes the two
methods which I call M2 (for edges) and R2 (for corners).
Here's an example solve, the scramble is B' R' B' U' F L' U F2 Targ
Algorithm
L F R' D' R' B D F2 L2 D' R2 D'and the solution is on the et
right. Click on the image to watch the video. FR U R U' M2 U R' U'
UL L U' L' U M2 U' L U L'
RB l U' R' U M2 U' R U l'
DB M U2 M U2
LD x' U L U' M2 U L' U' x
RU x' U' R U M2 U' R' U x
UB M2
DR U R2 U' M2 U R2 U'
DB M U2 M U2
FL U' L' U M2 U' L U
BLD U' L U R2 U' L' U
FLU R' U L U' R2 U L' U' R
(R' U R2 U' R' F' R U R2 U'
RBD
R' F)
ULB L' U' L U R2 U' L' U L
UBR R2
U' L' U L' U' L U R2 U' L' U
FDL
This is an easy solve just to show the core idea. It does not L U' L U
include odd parity, breaking into new cycles, and cleaning up
misoriented pieces. Though, every once in a while, you might
indeed get a solve like this.
The main idea is the same as for my older method, namely solving one
piece at a time, with "solving" meaning the whole piece, i.e., I don't
separate orienting and permuting. Let me first talk about edges. Notice you
should think in terms of stickers. When I say LU, I mean the L part, when I
say UL, I mean the U part.
Targets inside the R-slice have special algs, BUL y R U R2 U' R' F2 R U R2 U' R' y'
and for UBR I simply use R2 for every DBL U' L2 U L' U' L U R2 U' L' U L U' L2 U
orientation so that it'll likely end up FDL U' L' U L' U' L U R2 U' L' U L U' L U
misoriented which I fix at the end (you'll UFL L U' L' U L' U' L U R2 U' L' U L U' L U L'
see it soon). Update: not true anymore, I
now use the given algs for BRU and RUB. RBD (R' U R2 U' R' F' R U R2 U' R' F)
BDR (R U R' D r2 U') (R U r2' U') (D' R)
Of course, feel free to use other algs, DRB (R2 U' R' F') (r U R2' U') (r' F) (R' U)
especially for FUR and BDR you might like
RFU (F' R U R2 U' R' F R U R2' U' R)
A-perm plus R2 better.
URF U' (R F' r U R2 U') (r' F R U R2')
FUR (R2' U' r x) (l2' U L U') (R' U) (L' U' L') (R' U)
Some comments on memorization and why it's especially good for M2/R2
to memorize targets in pairs.
Memorization
I translate pieces to mental images, for example DR and DRB could be Donald Duck, because
D=white and R=blue for me. However, for the M2 and R2 methods it's very helpful to memorize in
pairs, two targets in a row together. To know which target comes first, I translate the first to a person
(e.g., Donald Duck) and the second to an action (e.g., vomiting). So for each color pair, I have both a
person and an action.
This is very good for the M2/R2 methods because this automatically takes care of the current state of
the centers of the M-slice (during edge solving) or the R-slice (during corner solving), which would
otherwise have to be considered for UF/DB/URF/DRB because their "correct" place is relative to the
centers which toggle between solved and not solved. Memorizing in pairs takes care of this
automatically. One mental item always stands for the same algorithm. So during blindfolded
execution, all you need to do is recall the next item and let your fingers apply the corresponding
algorithm.
Oh, and memorizing in pairs also lets you determine parity easily, as in case of odd parity you simply
end up with a single unpaired item at the end of memorizing the edges.
Now I'll show how I deal with the special cases: odd parity, cleaning up
misoriented pieces, dealing with more than one edge or corner cycle.
In case you're interested about the history of this method, how I developed
it... keep reading.
History
In 2004 I invented my older method (also see Joel van Noort's blindcubing tutorial), its key idea in my
opinion being that it solves one piece at a time (this makes setup moves extremely easy and you can
do them unconsciously). Though, some people say its key idea and contribution was that it orients and
permutes at the same time, as previous methods did them separately. Anyway, that method certainly
influenced M2/R2
However, the actual origin of M2/R2 was a method for the edges of the 4x4 and dates back to
December 2005. It caused me to start this thread and I first explained the method in this message. It
alternated between R U R' U' (Rr) R' U R U' (Rr)' and its inverse (as a forward and a backward step)
as a swap alg to shoot an edge from a buffer position to its goal position (usually with setup moves, of
course). That is a 3-cycle of edges, not a swap, but the trick was to not use a fixed buffer position, but
alternate between UBr and URf as buffers. The other of the two always was a "helper". Daniel Beyer
btw improved this method and also adapted it to 4x4 centers, see Daniel's tutorial.
Then, again for 4x4 edges, I had the idea to use shorter 3-cycles involving two r-edges, U L' U' r U L
U' r'and its inverse, with the buffer alternating between DFr and UBr and the helper always being at
FUr. It also reduced the setup moves, as they were integrated into the algorithm (the U L' U' part in
the example) so I could shoot to many targets with just one or even no extra setup moves.
Still for the 4x4, I switched from r/r' to r2/r2, because the backward alg had to do r'/r instead of r/r'.
That confused me, and that's why I went to the consistent r2/r2, so now algs looked like U L' U' r2 U
L U' r2and my buffer and helper positions alternated between DFr and UBr.
Then I realized that the forward algorithm ended with r2, and the backward algorithm started with r2.
So I cancelled that. This also had the wonderful side effect of keeping the buffer fixed at DFr and
getting rid of the helper position concept. It also introduced the temporarily out of place centers and
FUr and BDr edges, but that turned out to be a negligible issue. By now, algs looked like U L' U' r2 U
L U'.
Finally, I moved the method to the 3x3, replacing r2 with M2 (and adding new algs for the M-slice
targets). In January 2006 I first mentioned and later explained the new method in the blindcubing
group. For some reason I don't remember, I first introduced what I later renamed M2P, which is M2
just for permutation, i.e., after edges have been oriented, which makes it even faster because those are
the nicer algs. Anyway, interest was small, though at least Joel van Noort picked it up and we talked
about it a bit at the next competitions. But I kinda had the feeling that I'd first have to prove it to be
fast, so I mostly kept quiet about it.
At first I thought that the same method wouldn't work for corners, as each corner has three possible
orientations and there are just two easy ways to bring an L-corner to UBR, from BLD with U' L U and
from LBU with U' L' U. Notice that BLD and LBU aren't just an L-turn away from each other, they
each represent four L-slice corner stickers/targets (you can see them and their algs grouped in the
above corner algs table). However, one fine day I realized that the third orientation isn't plain
impossible, but just needs a little longer algs. And then I used ACube to find good algs for the R-slice
corners.
In June 2007, I finally decided to make M2/R2 public with a page on my website. At the time of this
writing, it has mostly been discussed in this speedcubing group thread. Shortly afterwards, Erik
Akkersdijk, who had already learned M2 from Joel, published Erik's blindcubing tutorial, among
other things providing his perspective on M2. Ironically, he (or Joel?) also translated M2 to the 4x4,
i.e., back to where it had originated from (though he couldn't have known, I think I never told that
until now), and described the r2 method for 4x4 edges, but with better handling of the l-slice and r-
slice edges than I originally had. Btw, M2 is also very nice for the middle edges of the 5x5. Unlike
my older method, which swaps tredges when translated to the 5x5, M2 only swaps the middle edges.
I've been asked for more examples, so here they are (for the suggested
scrambles):
Scramble: L U L' B' D2 U R' F2 B' D' U B' R2 U' Scramble: R B2 L' R2 D2 F2 R2 F2 R U2 F U'
D' F R D' F' U R B2 D B' D' F2 D' B' D2 U' R' B2 D' F'
DB: M U2 M U2 DB: M U2 M U2
UB: M2 UB: M2
DL: U' L2 U M2 U' L2 U DL: U' L2 U M2 U' L2 U
UR: R' U R U' M2 U R' U' R RU: x' U' R U M2 U' R' U x
LF: x' U L2' U' M2 U L2 U' x FL: U' L' U M2 U' L U
DB: M U2 M U2 BD: M U2 M U2
BR: U R' U' M2 U R U' BR: U R' U' M2 U R U'
RF: x' U' R2 U M2 U' R2 U x RF: x' U' R2 U M2 U' R2 U x
BU: M2 BU: M2
LUF: L' U' L' U R2 U' L U L LUF: L' U' L' U R2 U' L U L
UBR: R2 UBR: R2
DLF: U' L2 U R2 U' L2 U DLF: U' L2 U R2 U' L2 U
BDR: (R U R' D r2 U') (R U r2' U') (D' R) BDR: (R U R' D r2 U') (R U r2' U') (D' R)
RBD: (R' U R2 U' R' F' R U R2 U' R' F) RBD: (R' U R2 U' R' F' R U R2 U' R' F)
BRU: U' L' U L U' L' U R2 U' L U L' U' L U BRU: U' L' U L U' L' U R2 U' L U L' U' L U
BLD: U' L U R2 U' L' U BLD: U' L U R2 U' L' U
LBU: U' L' U R2 U' L U LBU: U' L' U R2 U' L U
DBL: U' L2 U L' U' L U R2 U' L' U L U' L2 U DBL: U' L2 U L' U' L U R2 U' L' U L U' L2 U
Orient corners and fix parity: Orient corners and fix parity:
(L2 y') (R' U' l' L U' L U) (L' r' U) (l U') (F R U) (L2 y') (R' U' l' L U' L U) (L' r' U) (l U') (F R U)