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Hidetoshi
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Post subject: Easiest mod : Center bandaged 4x4 Posted: Sun Sep 09, 2007 10:24 pm |
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Joined: Wed Oct 13, 2004 7:47 pm Location: Tokushima, Japan
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I made an easiest mod 4x4.
This cube is only bandaged neighbor center pair.
And I made this cube from Eastsheen's 4x4, then I only fill
the center's gaps and sand, polish to finish.
... But this cube is a little difficult than normally 4x4. 
| Attachments: |
File comment: Solved image

center_bandaged_1.jpg [ 13.51 KiB | Viewed 4143 times ]
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File comment: Rotate middle cross section

center_bandaged_2.jpg [ 14.86 KiB | Viewed 4139 times ]
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File comment: Scrambled image

center_bandaged_3.jpg [ 14.93 KiB | Viewed 4137 times ]
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_________________ Hidetoshi Takeji ---- (Usually I return to my parent's home every weekend, then my reply will delay to next Monday.)
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---a- -o---
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Post subject: Posted: Sun Sep 09, 2007 10:27 pm |
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you should definitly email meffert about that, that seems right up his alley
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joey
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Post subject: Posted: Mon Sep 10, 2007 2:10 am |
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Joined: Thu Nov 23, 2006 6:02 pm
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VeryWetPaint
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Post subject: Posted: Mon Sep 10, 2007 2:56 am |
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Joined: Sun Mar 11, 2007 3:11 am Location: Oregon, USA
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"Easy" to build, but difficult to solve.
That looks very difficult to solve.
Very, very difficult. Hard. Intractable.
48 cubies are affected by this mod. Only 8 cubies are unaffected.
Hidetoshi has devised an elegantly simple mod that makes the 4x4x4 considerably more difficult. The modification is easy, the solution is hard.
Most Excellent.
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Vadim
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Post subject: Posted: Mon Sep 10, 2007 3:32 am |
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Joined: Mon Jul 30, 2001 2:50 am Location: Nottingham, UK
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Really cute mod!
Well done Hidetoshi! I love it!
Vadim
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Swordsman Kirby
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Post subject: Posted: Mon Sep 10, 2007 4:19 am |
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Joined: Tue Sep 26, 2006 6:00 am Location: Shanghai, China
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I've got a method for solving it, but I won't spoil it to you guys. I'm pretty sure parities are still evident.
Great mod, anyways!
_________________ [02:25] <fusion> does look ahead on a 3x3 make someone faster? [02:25] <Swordsman_Kirby> Yes. [02:25] <fusion> maybe i should try that
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Andreas Nortmann
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Post subject: Posted: Mon Sep 10, 2007 11:45 am |
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Joined: Mon Aug 02, 2004 7:03 am Location: Koblenz, Germany
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Presumed the gluings on the yellow, blue and orange side match the onse shown in the first picture:
This is the second bandaged 4x4x4 of just two possible (and non trivial!) variants, which have exact 2 symmetries.
Hidetoshi: Was that intention?
Anyways: Well done.
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Noah
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Post subject: Posted: Mon Sep 10, 2007 12:02 pm |
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Joined: Sun Jun 04, 2006 10:05 am Location: Eastern Michigan University (Minnesota at heart)
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I'm fairly sure I could solve it using a modified version of the bigcubes solution. I'd only run into a problem and the parities.
_________________ Fridrich 3x3 PB 22.63 3x3 Av 30.57
20, Male Started cubing Oct 15 '05
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Pembo
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Post subject: Posted: Mon Sep 10, 2007 12:35 pm |
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Joined: Sun Feb 26, 2006 12:40 pm Location: Marske-By-The-Sea, UK
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VeryWetPaint
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Post subject: Posted: Mon Sep 10, 2007 12:59 pm |
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Joined: Sun Mar 11, 2007 3:11 am Location: Oregon, USA
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Pembox wrote: Cage wouldn't be any harder 
Indeed!
I have a method for single-edge parities that doesn't use any face quarter-turns. It preserves inner-slice alignment, so it would work on this puzzle. Thanks for making me think about it!
I've just got to build one of these! 
_________________ See my blog about 3D printing puzzles at MySD300
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Pembo
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Post subject: Posted: Mon Sep 10, 2007 1:10 pm |
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Joined: Sun Feb 26, 2006 12:40 pm Location: Marske-By-The-Sea, UK
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you could still use:
Code: r U2 r U2 F2 r F2 l' U2 l U2 r2
to fix the parity.
(People should use the code tag more often for algs.)
_________________ List of Speedcubing methods Speedcubing tutorial
@.=split(//,"J huhesartc kPaeenrro,lt");do{print$.[$_];$_=($_+3)%25;}while($_!=0);
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Swordsman Kirby
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Post subject: Posted: Tue Sep 11, 2007 10:58 am |
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Joined: Tue Sep 26, 2006 6:00 am Location: Shanghai, China
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Parity fixes aren't hard, but I can't think of a way to directly solve OLL parity.
_________________ [02:25] <fusion> does look ahead on a 3x3 make someone faster? [02:25] <Swordsman_Kirby> Yes. [02:25] <fusion> maybe i should try that
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Pembo
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Post subject: Posted: Tue Sep 11, 2007 11:35 am |
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Joined: Sun Feb 26, 2006 12:40 pm Location: Marske-By-The-Sea, UK
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Doesn't exist!
But you can still do
Code: r2 B2 U2 l U2 r' U2 r U2 F2 r F2 l' B2 r2
To fix it.
_________________ List of Speedcubing methods Speedcubing tutorial
@.=split(//,"J huhesartc kPaeenrro,lt");do{print$.[$_];$_=($_+3)%25;}while($_!=0);
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kastellorizo
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Post subject: Posted: Tue Sep 11, 2007 3:37 pm |
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Joined: Fri Nov 04, 2005 12:31 am Location: Greece, Australia, Thailand, Singapore.
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Hidetoshi
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Post subject: Posted: Wed Sep 12, 2007 2:15 am |
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Joined: Wed Oct 13, 2004 7:47 pm Location: Tokushima, Japan
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Andreas Nortmann wrote: Presumed the gluings on the yellow, blue and orange side match the onse shown in the first picture: This is the second bandaged 4x4x4 of just two possible (and non trivial!) variants, which have exact 2 symmetries.
Hidetoshi: Was that intention?
Of course !
... It's my mistake.
Following is the opposite side's photo, and removed centers photo.
| Attachments: |
File comment: Opposite side (Japanese color scheme)

center_bandaged_4.jpg [ 16.53 KiB | Viewed 3808 times ]
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File comment: Removed fixed center caps

center_bandaged_5.jpg [ 13.94 KiB | Viewed 3811 times ]
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_________________ Hidetoshi Takeji ---- (Usually I return to my parent's home every weekend, then my reply will delay to next Monday.)
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Andreas Nortmann
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Post subject: Posted: Thu Sep 13, 2007 10:17 am |
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Joined: Mon Aug 02, 2004 7:03 am Location: Koblenz, Germany
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Ahh...
...finally! Somebody else interested in symmetries on a 4x4x4.
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perfredlund
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Post subject: Posted: Fri Sep 21, 2007 6:07 am |
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Joined: Fri May 06, 2005 10:13 am Location: Norway
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Pembo wrote: you could still use: Code: r U2 r U2 F2 r F2 l' U2 l U2 r2 to fix the parity. (People should use the code tag more often for algs.) A OLL parity fix would be: Code: r2 U2 r2 U2 r2 (F2 (u'd) b2 (ud'))*2 (13-btm) or r2 U2 r2 U2 r2 (F2 E b2 E')*2
Turn (u'd) and (ud') as block turns not breaking the bandaging
(The center stripes on U and D should point from F to B and the others from U to D)
-Per
_________________ "Life is what happens to you while you are busy making other plans" -John Lennon, Beautiful Boy
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Pembo
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Post subject: Posted: Fri Sep 21, 2007 12:18 pm |
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Joined: Sun Feb 26, 2006 12:40 pm Location: Marske-By-The-Sea, UK
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Thom
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Post subject: Posted: Fri Sep 21, 2007 1:07 pm |
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Joined: Thu Jul 28, 2005 10:48 am
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Parities arn't a problem, but sometimes there's 3-cycles that make you have to take 'the long way around' because of the bandaged centres.
_________________ #
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perfredlund
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Post subject: Posted: Sat Sep 22, 2007 5:45 am |
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Joined: Fri May 06, 2005 10:13 am Location: Norway
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Pembo wrote: That's the PLL parity Per.
Yes i know. Yeeesshhh!! Anyway the sequence was also slightly wrong but can be fixed to work properly (challenge). I devised it just off the top of my head with no cube, while at work.
And yes, the 3-cycles will become quite awkward for cage method. For the normal reduction aproach pairing up edges will be no problem at all, at least if pairing up in the most basic way. Centers first would also be the best way for the centers. So for this bandaged cube i'd say cage is much worse than the reduction method
-Per
_________________ "Life is what happens to you while you are busy making other plans" -John Lennon, Beautiful Boy
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Johannes Laire
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Post subject: Posted: Sat Sep 22, 2007 6:05 am |
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Joined: Tue Jan 10, 2006 11:15 am Location: Helsinki, Finland
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I once experimented with this method:
1x3x4 block on L and R.
Get to -subgroup.
Solve.
Got some decent times with regular 4x4x4, and I think this would be quite a good way to solve this bandaged 4x4x4 since the second step is almost trivial.
_________________ for($"=@_=split??,"Jrsk an treP rehlohacteu,";$";$\="\r"){$\.=$.=chr
32+95*rand,$_-$"or$.ne$_[--$"%2?-$"-1:$"]&&$"++for++$|..$";print}<>
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perfredlund
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Post subject: Posted: Sun Sep 23, 2007 2:00 pm |
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Joined: Fri May 06, 2005 10:13 am Location: Norway
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Swordsman Kirby wrote: I've got a method for solving it, but I won't spoil it to you guys. I'm pretty sure parities are still evident.
Great mod, anyways!
**WARNING!! SPOILER BELOW...**
The normal reduction method (ce3) is the easy way to go. Juts minor modification needed to allow for easy slide/backslide during edge-pairing  Parity fix(es) for last step have already been discussed.
I tried a cage-solve and it was HELL to make the required edge 3-cycle. In fact i solved all edges in a slightly different fashion to minimise the ugly setup scenarios
-Per
_________________ "Life is what happens to you while you are busy making other plans" -John Lennon, Beautiful Boy
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Lucas Garron
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Post subject: Posted: Sun Sep 23, 2007 6:39 pm |
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Joined: Sat Aug 12, 2006 6:40 pm Location: California
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Does anybody else have an urge to bandage a 4x4x4 this way and solve it BLD?  (we need a blindfolded smiley...)
--EDIT:  Can anyone make a better one?--
r2 still works if the M-slice centers are aligned (hardest part of memo: pre-turns?), and centers wouldn't be hard...
_________________ www.garron.us
Nothing takes time from expanding your knowledge like doing your homework and applying to college...
Last edited by Lucas Garron on Sun Sep 23, 2007 7:15 pm, edited 1 time in total.
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joey
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Post subject: Posted: Sun Sep 23, 2007 6:47 pm |
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Joined: Thu Nov 23, 2006 6:02 pm
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Lucas Garron wrote: Does anybody else have an urge to bandage a 4x4x4 this way and solve it BLD?  (we need a blindfolded smiley...) r2 still works if the M-slice centers are aligned (hardest part of memo: pre-turns?), and centers wouldn't be hard...
Well, I can't actually solve a 4x4 BLD, but I wonder if this would be easier... Far fewer centers to think of!
I'll see when my bandaged 4x4 arrives 
_________________ 3x3: PB 9.64 http://www.xanga.com/j_ey
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Thom
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Post subject: Posted: Mon Sep 24, 2007 8:20 am |
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Joined: Thu Jul 28, 2005 10:48 am
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BLD shouldn't be too much of a problem.
Solve centres allowing for r2 turns, then restrict the algs you use to ones that you know are bandaged-centre friendly. r2, and the helper buffer method should not present any problems.
The only thing I can't think of how to do now is solve the centres, but it's just because I don't know any algs to swap them around.
Per?
_________________ #
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Pembo
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Post subject: Posted: Mon Sep 24, 2007 10:33 am |
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Joined: Sun Feb 26, 2006 12:40 pm Location: Marske-By-The-Sea, UK
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