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Sources and verification

What you see on these pages, where it comes from and how it is checked.

Where the algorithms come from

The cases and algorithms are exported from the Cubemuch application. For the 3×3, they come from its solver, which enumerates every sequence up to the optimal length and a little beyond, and from algorithms published by the community, checked again one by one. For the other puzzles, they come from the application's solver and from community sources. For blindfolded solving, they are the commutators of the application's 3-style catalog.

For OLS and its subsets, 365 writings from the site author's personal notebook are added, checked the same way.

F2L has no set of its own in the application: its algorithms are taken from the OLS family, since any algorithm that inserts the pair and orients the last layer also inserts the pair. As every OLS case has a proven optimum, so does every F2L case.

Proven optimum

"Optimal" means no shorter solution exists, with a proof: the search exhausted every shorter length. For the 3×3, length is counted in HTM: a face or wide turn counts 1, a slice 2, a rotation 0, and the U turn that presents the cube does not count. That is the FMC measure. When the optimum is not proven, the page says so and gives a bound.

Speedable ranking

A short algorithm is not always the fastest to execute. Each algorithm gets an ease score computed by the application from a gesture profile: R, U, L, B, Rw and Lw favourite, M good, E and S less good, Dw acceptable, F and D disliked, Bw to avoid, plus a cost for half turns, rotations, regrips and transitions. The lower the score, the easier the algorithm. In each case, the best optimal one comes first, then the others by increasing score. The score is a model, not a time measurement.

Verification

Every algorithm is verified twice before being published. At export, the application's code replays it on its case and checks that it reaches the goal of the set. When these pages are built, a second cube model, independent from the application, replays every algorithm and must find exactly the same states. An algorithm that fails is never shown.

Names and sources

Case names and set definitions come from the community, cross-checked against the computed cases, with their source: the Speedsolving wiki, SpeedCubeDB, and other sites for some sets. Each set links to its definition.

Notation

Usual cube notation: R, U, F, L, D, B turn a face a quarter turn clockwise as seen from that face, ' the other way, 2 a half turn. Rw turns two layers (written r elsewhere), 2R the second layer alone, M, E and S the middle slices of the 3×3, x, y and z the whole cube. On the Megaminx, R2 and R2' turn two fifths of a turn.

Your selection

"Add to my selection" keeps the algorithm in your browser's local storage, on your device only; nothing is sent and no account is needed. "Clear my selection" erases it.

Data

Data exported on September 28, 2026 from the Cubemuch application (version 0c26b1b7). 42 sets, 18,663 cases, 156,681 algorithms.

Credits and licences

The 3D rendering uses three.js, under the MIT licence. The pages use your system's fonts.

three.js licence · Legal notice