Master Cube 4×4 CUBE

4x4 cube

What is 4×4 cube?

4×4 cube also known as Master Cube is a 4×4×4 version of  Cube. It was released in 1981. Invented by Péter Sebestény, This was almost called Sebestény’s Cube until a last-minute decision changed the puzzle’s name to attract fans of the original Rubik’s Cube.  like a 3×3 cube, it has no fixed center. the central facets are free to move into positions many different.

Technique To Solve 4×4 cube?

The methods for solving the 3×3×3 cube work for the edges and corners of the 4×4 cube, as long as you have correctly identified the relative positions of the colors, as the center facets can no longer be used for identification.

The puzzle consists of 56 miniature cubes unique on the surface. They consist of 24 centers of one color each, 24 edges of two colors each, and 8 corners of three colors each. The 4×4 cube can be disassembled without too much difficulty, usually by turning one side at a 30° angle and pushing one end up until it comes free.

The original mechanism designed by Sebestény uses a fluted ball to hold the centerpieces in place. The edge pieces are held in place by the centers and the corners are held in place by the edges, just like the original cube. There are three perpendicular grooves. Each slot is wide enough to allow a row of centerpieces to pass through. The shape of the sphere prevents the centerpieces of the other row from slipping, ensuring that the ball is aligned with the outside of the cube. Rotating one of the middle layers moves only that layer or even the ball.

The Eastsheen version of the 4×4 cube

The Eastsheen version of the cube, which is slightly less than 6 cm from one edge, has a completely different mechanism. Its mechanism is very similar to Eastsheen’s version of the teacher’s cube rather than the ball mechanism. There are 42 pieces of which 36 are movable and six are fixes This design is stronger than the original and also allows you to use screws to tighten or loosen the hub. The central shaft is specially shaped to prevent it from misaligning with the outside of the hub

4x4 cube

Solution of 4×4 cube

There are 24 angle brackets with two colored sides each and eight angle brackets with three colors. Each corner piece of edges shows a unique color combination. The position of these cubes relative to each other can be changed by rotating the layers of the cube, but the position of the colored sides relative to each other in the complete form of the puzzle cannot be changed because it is fixed by the relative positions of the central squares and the distribution of color combinations on edges and corners.

The edge pairs are often called double-edged suitcases. For the newer cubes, the sticker colors are red opposite orange, yellow opposite white, and green opposite blue. However, there are also cubes with alternating color arrangements (yellow opposite green, blue opposite white, and red opposite orange).

The Eastsheen version 4×4 cube

The Eastsheen version has purple (as opposed to red) instead of orange. There are 8 corners, 24 edges, and 24 centers. Any permutation of angles is possible, including odd permutations. Seven corners are rotated independently and the orientation of the eighth depends on the other seven corners. There are 24 centers, which can be organized into 24! different ways. It is raised to the sixth power because there are six colors.

An odd permutation of the angles implies an odd permutation of the centers and vice versa; however, the odd and even permutations of the centers are indistinguishable due to the identical appearance of the pieces. There are several ways to make centerpieces distinguishable, which would make a unique central permutation visible.

The 24 edges cannot be reversed because the internal shape of the parts is asymmetrical. The corresponding edges are distinguishable as they are mirror images of each other Assuming that the cube has no fixed orientation in space and that the permutations resulting from rotating the cube without twisting it are identical, the number of permutations is reduced by a factor of 24.

This is happening all 24 possible positions of the first angles are equivalent due to lack of fixed centers. This factor does not appear in the computation of the permutations of N × N × N cubes where N is odd, since these puzzles have fixed centers that identify the spatial orientation of the cube. There are several methods that can be used to solve a 4×4 cube. One such method is the reduction method, so-called because it effectively reduces 4×4×4 to 3×3×3. Cubers first group the centerpieces of common color, then pair the edges that shows the same two colors. Once this is done, by rotating only the outer layers of the cube it is possible to solve it as a 3×3×3 cube.

Yau method 4×4 cube

Another known method is nothing but the Yau method, on the name of Robert Yau. The Yau method is similar to the reduction method and is the most common method used by speedcubers. Yau’s methods begin by solving two centers on opposite sides. Three cross-deductions are then resolved. Then the remaining four centers are resolved. Subsequently, any remaining edges are resolved. This boils down to a 3x3x3 cube.

A method that is almost similar to the Yau method is known as Hoya. It was invented by Jong-Ho Jeong. It is as similar as Yau, but the order is different. It begins with the resolution of all centers except 2 adjacent centers. Then a cross is formed at the bottom, solving the last two centers. After that, it is identical to Yau, refines the edges, and solves the cube as a 3×3.

Parity Errors in 4x4x4 cube

Some positions that cannot be resolved on a standard 3×3×3 cube can be reached. There are two possible problems not found in 3×3×3. The first is two inverted edges on one edge, with the result that the colors of this edge do not match the rest of the cubes on both sides.

Note that these two edges are swapped. The second is two pairs of edges that are swapped with each other (PLL parity), two angles can be swapped depending on the situation and/or method: These situations are known as parity errors. These positions can still be resolved; however, special algorithms must be applied to correct errors.

To avoid the parity errors described above some different solutions are made. For example, resolving corners and edges first and centers last would avoid these parity errors. Once the rest of the cube is resolved, any permutation of the centerpieces can be resolved.

Note that it is possible to apparently swap a pair of face centers by alternating 3 face centers, two of which are visually identical. PLL parity occurs on all cubes with an even number of edges from 4x4x4 onwards. However, it does not occur on cubes with an odd number of edges, such as 3x3x3 and 5x5x5. This is because the latter have fixed centerpieces and the former does not. Direct 4×4×4 resolution is rare but possible with methods like K4. This combines a variety of techniques and relies heavily on alternators for the final steps.

Learn How to Solve a 4×4 in 10 Minutes (Full Yau Method Tutorial)

Pyraminx Cube – An Amazing 3×3 Pyramid Cube

Pyraminx

Pyraminx Cube: The Pyraminx was first made by Mèffert in the year 1970. He did nothing with his design until 1981 when he first took it to Hong Kong for production. Uwe likes to say that if it hadn’t been for Ernő Rubik’s invention of the cube, his Pyraminx would never have been produced.

Pyraminx is a straight-shaped puzzle with 4 axial pieces, 6 edge pieces, and 4 trivial points. It can be twisted along your cuts to market your pieces. Axial parts are octahedral, and can only rotate around the axis to which they are attached The six edges can be placed in 6!

because they can be twisted independently of all the other pieces, making them trivial to put them in the resolved position. Meffert also produces a similar puzzle called Tetraminx, which is the same as Pyraminx, except that the mundane edges are removed, turning the puzzle into a truncated tetrahedron.

Pyraminx stirred

The purpose of Pyraminx is to mix colors and then return them to their original settings.

The 4  tips can be easily rotated to align with the axial piece to which they respectively match, and the axial pieces can also be easily rotated so that their colors align with each other. This leaves only the 6 pieces on the board as a real challenge to the puzzle. They can be solved by repeatedly applying two 4-twist sequences, which are mirror versions of each other. These sequences switch 3 pieces of the board at a time and change their orientation differently, so a combination of the two sequences is enough to solve the puzzle. However, more efficient solutions (requiring fewer total twists) are generally available (see below).

The twist of an axial part is independent of the other three, as in the case of the tips. The six edges can be placed in many positions and inverted 25 ways, taking parity into account. Multiplying by a factor of 38 for the axial parts gives 75,582,720 possible positions. However, setting the mundane hints to the correct positions reduces the possibilities to 933,120, which is also the number of possible patterns in Tetraminx. Defining the axial pieces also reduces the number to just 11,520, making this a very easy puzzle to solve.

How To Solve Pyraminx cube

Method

There are 2 general methods for solving Pyraminx, V-First – where you solve one level except one edge before finishing the puzzle, and Top-First – where you solve the top of the puzzle before solving the rest. None of the approaches to solving the Pyraminx cube is a great approach than the other one, Moreover, the V-First method I like to adapt when solving as it is much more easier to understand and intuitive rather than the Top-First approach. Therefore, in this guide, I will provide tips on more advanced V-Firsts solution techniques (as well as more general advice).

This guide is a tip, tricks, and advice that will improve your Pyraminx play and solution. I will mainly deal with L4E resolution, as by reading this guide you should already have a good understanding of LBL resolution.

L4E (last 4 edges) is an advanced “V” method mainly used for sub-5 and higher resolution. Instead of creating a complete layer as you would with the LBL (Layer By Layer) method; L4E consists of creating a “V” (level minus one edge) before using an intuitive (or learned) algorithm to solve the remaining 4 edges, hence the method name. This method has much more “speed potential” than the LBL method, such as looking for just a “V” during an inspection rather than an entire layer; you are able to look ahead and influence the L4E case, offering more opportunities for a more fluid and advanced solution.