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My original algorithm was:

(1) bottom corners by random twisting about

(2) bottom sides by random twisting about

(3) middle sides mostly by variants of [( r u -r -u )^2 ]^3

with extra "u" operations between the inner and outer loops

(4) top sides mostly by variants of ( r u -r -u )^2 ( -f -u f u)^2 with extra reps of phase 3 to swap positions around (5) top corner position by variations on ( r u -r -u )^2 ( r u -r -u )z with extra "b" operations between the major groups (6) top corners orientation mostly by repitions of (gasp!) A = ( r u -r -u )^2 A f A f A f A -f A -f A -f ... which I called the "long walk"

My typical solution times with this methodology was 15-20 minutes. I suspect

If I operated ar warp speeds (like BSG) it would still be 5 minutes.

FORTUNATELY, I have developed better since then.

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