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Pyraminx
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== Methods == There are many methods for solving a Pyraminx. They can be split up into two main groups. 1) V First Methods - In these methods, two or three edges are solved first, and a set of algorithms, also called LL (last layer) algorithms, are used to solve the remainder of the puzzle. 2) Top First Methods- In these methods, three edges around a center piece are solved first, and the remainder of the puzzle is solved using a set of algorithms. Common V first methods- a) Layer by Layer - In this method, a face with all edges permuted is solved, and then the remaining puzzle is solved by a single algorithm from a set of 5. b) Algorithmic L4E and Intuitive L4E - L4E or last 4 edges is somewhat similar to Layer by Layer. The only difference is that only two edges are solved around three centers. Both of these methods solve the last four edges in the same step, hence the name. The difference is that Intuitive L4E requires a lot of visualization and "intuition" to solve the last four edges while algorithmic L4E uses algorithms. Algorithmic L4E is generally used more at higher levels, although there are very fast Intuitive L4E users. It is also easy to transition between Intuitive L4E and Algorithmic L4E. Common top first methods- a) One Flip - This method uses two edges around one center solved and the third edge flipped. There are a total of six cases after this step, for which algorithms are memorized and executed. The third step involves using a common set of algorithms for all top first methods, also called Keyhole last layer, which involves 5 algorithms, four of them being the mirrors of each other. b) Keyhole - This method uses two edges in the right place around one center, and the third edge placed elsewhere on the puzzle. The centers of the fourth color are then solved using the slot formed by the non-permuted edge. The last step is solved using Keyhole last layer algorithms. c) OKA - In this method, one edge is oriented around two edges in the wrong place, but one of the edges that is in the wrong place belongs to the block itself. The last edge is found on the bottom layer, and a very simple algorithm is executed to get it in the right place, followed by keyhole last layer algorithms. Some other common top first methods are WO and Nutella. Many top Pyraminx speedsolvers only use V-first methods, as top-first methods are extremely clunky and outdated due to hardware.
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