Each case is seen from above: the top face in the middle, the top layer's stickers on its sides, the front face at the bottom.
Colours: yellow on top, blue in front, red on the right. Grey marks what the case does not look at.
Lengths in HTM: a face turn or a wide turn counts 1, a slice 2, a rotation 0. The "setup" (often a U turn) presents the cube as drawn and does not count.
In each case, the best available optimal algorithm comes first, then the others by increasing ease score. When no optimal writing is available, all algorithms are ranked by this score (lower is easier).
"Play" starts from a position of the case and runs the algorithm to the set’s goal. Usually, the starting position is obtained by running the algorithm backwards from the solved puzzle. For a partial goal, the player may start from a representative position of the case in the application; the puzzle is not necessarily fully solved at the end.
CPLL Aa
A-PLL a
Optimum 9 moves
47 algorithms
First algorithm: (U') Lw2 B2 Lw' U' Lw B2 Lw' U Lw'
CPLL Ab
Ab-PLL
Optimum 9 moves
50 algorithms
First algorithm: Lw U' Lw B2 Lw' U Lw B2 Lw2
CPLL E
E-PLL
Optimum 14 moves
67 algorithms
First algorithm: (U2) F R B R' F' R L F L' B' L F' R' L'