Learn to Solve the Rubik's Cube in Minutes with Rubik Solve
How to Solve the Rubik's Cube: A Complete Guide
The Rubik's Cube is a 3-D combination puzzle that consists of six faces, each divided into nine smaller squares of one of six colors: white, yellow, red, green, blue, and orange. The goal of the puzzle is to restore each face to a single color by twisting the faces of the cube. Sounds simple, right? Well, not quite. The Rubik's Cube has over 43 quintillion possible configurations, but only one solution. Solving the cube requires logic, strategy, memory, and patience.
The Rubik's Cube is one of the most popular and iconic toys in history. It was invented in 1974 by Ernő Rubik, a Hungarian architect and professor, who wanted to create a model of three-dimensional geometry for his students. He originally called it the Magic Cube, but later changed it to his own name. The cube was first sold in Hungary in 1977, and then internationally in 1980. It quickly became a worldwide sensation, winning many awards and selling over 350 million units as of 2018. The cube also inspired many artworks, films, books, games, and competitions.
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In this article, you will learn everything you need to know about the Rubik's Cube: how to read its notation, how to apply its algorithms, how to choose its methods, how to enjoy its benefits, and how to admire its records. Whether you are a beginner or an expert, a casual solver or a speedcuber, a hobbyist or a competitor, you will find something useful and interesting in this guide. So grab your cube and let's get started!
History
The story of the Rubik's Cube begins with its inventor, Ernő Rubik. He was born in Budapest in 1944, and studied architecture and sculpture at the Budapest University of Technology and Economics. He later became a professor of interior design at the same university. In 1974, he was working on a project to create a three-dimensional model that could demonstrate spatial relationships and movements to his students. He experimented with various materials and mechanisms until he came up with a prototype of a cube made of 26 smaller cubes held together by an elastic core.
Rubik realized that his invention was not only a teaching tool but also a puzzle. He scrambled his cube and tried to restore it to its original state. He found it very difficult and took him about a month to solve it. He was fascinated by the complexity and challenge of his creation. He decided to patent his invention and named it Bűvös Kocka (Magic Cube) in Hungarian. He also contacted several toy companies in Hungary to produce and sell his cube.
In 1977, the first batches of Magic Cubes were released in Budapest toy shops. They were well received by the public and soon became popular among students, intellectuals, and puzzle enthusiasts. However, Rubik wanted to share his invention with the rest of the world. He contacted several foreign toy companies but faced many difficulties due to political and economic barriers in communist Hungary.
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In 1979, he met Tom Kremer, a Hungarian-born businessman who lived in London and worked for Seven Towns Ltd., a toy company that specialized in licensing new inventions. Kremer was impressed by Rubik's cube and agreed to help him market it internationally. He negotiated with Ideal Toy Corp., an American company that had global distribution rights for many toys. Ideal agreed to produce and sell Rubik's cube under a new name. Notation
Before we learn how to solve the Rubik's Cube, we need to know how to describe the movements of the cube using letters and symbols. This is called the Rubik's Cube notation, and it is essential for understanding and applying the algorithms that can solve the cube in different situations.
The Rubik's Cube notation is based on the six faces of the cube: Front, Right, Up, Left, Back, and Down. Each face is represented by a capital letter: F, R, U, L, B, and D. A single letter by itself means to turn that face clockwise by 90 degrees, as if you were facing that side. For example, F means to turn the front face clockwise by 90 degrees.
A letter followed by an apostrophe (') means to turn that face counterclockwise by 90 degrees. For example, F' means to turn the front face counterclockwise by 90 degrees.
A letter followed by the number 2 means to turn that face twice by 180 degrees. It doesn't matter if you turn it clockwise or counterclockwise, as long as you do it twice. For example, F2 means to turn the front face twice by 180 degrees.
Here is an example of a Rubik's Cube algorithm using the notation: R U R' U R U2 R' U. This algorithm cycles three corner pieces on the upper layer when the first two layers are solved. To perform this algorithm, you need to do the following moves: turn the right face clockwise, turn the upper face clockwise, turn the right face counterclockwise, turn the upper face clockwise, turn the right face clockwise, turn the upper face twice, turn the right face counterclockwise, and turn the upper face clockwise.
There are also some advanced moves that involve turning more than one layer at a time, rotating the whole cube, or moving the middle layer. You can learn more about these moves on [this page](^4^).
Algorithms
An algorithm is a sequence of moves that can solve a specific problem on the Rubik's Cube. For example, an algorithm can solve a scrambled cube, orient or permute some pieces on a certain layer, or swap two pieces on opposite sides. There are many algorithms for different purposes and methods of solving the cube.
Some algorithms are intuitive and easy to remember, while others are complex and require memorization and practice. Some algorithms are short and fast, while others are long and slow. Some algorithms are optimal and efficient, while others are suboptimal and wasteful. The choice of algorithms depends on your personal preference and style of solving.
One way to learn algorithms is to use online resources such as websites, videos, tutorials, or apps that provide lists of algorithms for various methods and situations. You can also generate your own algorithms using software tools or trial-and-error. Another way to learn algorithms is to study how other cubers solve the cube and copy their moves or modify them to suit your needs.
Some examples of famous algorithms are:
Sune: R U R' U R U2 R'. This algorithm orients all four corners on the last layer when only one corner is oriented correctly.
Sledgehammer: R' F R F'. This algorithm swaps two adjacent edge pieces on the front layer without affecting anything else.
T-Perm: R U R' U' R' F R2 U' R' U' R U R' F'. This algorithm swaps two adjacent corner pieces and two adjacent edge pieces on the last layer.
You can find more examples of algorithms on [this page](^7^). Methods
Now that you know the notation and the algorithms, you are ready to learn some methods to solve the Rubik's Cube. A method is a systematic approach that divides the cube into layers or blocks and applies algorithms to solve each part. There are many methods for different levels of difficulty and speed. Some of the most popular methods are:
Beginner's Method: This is the easiest method to learn and requires the minimum number of simple move sequences to remember. It involves seven steps: white cross, white corners, second layer, yellow cross, yellow edges, yellow corners, and orient yellow corners. You can learn this method on [this page](^2^).
Advanced CFOP / Fridrich Method: This is the most widely used method by speedcubers and experts. It involves four steps: Cross, F2L (First Two Layers), OLL (Orient Last Layer), and PLL (Permute Last Layer). Each step has many algorithms to learn, but they are very efficient and fast. You can learn this method on [this page](^1^).
Roux Method: This is a major competitor with CFOP and is preferred by some speedcubers. It involves solving two opposite layers and then orienting and permuting the remaining pieces. It requires less algorithms than CFOP but more intuitive block building skills. You can learn this method on [this page]