Thursday, November 4, 2010
Friday, August 6, 2010
How To Speed Up Torrents with Low Seeders
Here’s a ridiculously easy tip to squeeze out as many users as you can on a dead or dying torrent. It’s particularly handy when a torrent stops near the end, and/or the seed count is listed as zero. Having said that, I’ve also noticed that it helps to increase download speeds from healthy torrents, as well.
NOTE: Do not attempt this trick with private torrents - it’ll only get you banned from the tracker. Use this tip with torrents you find at isohunt, thepiratebay, etc.
How it works:
Simple. Just copy/paste this list of public trackers into your torrent’s tracker list.
http://tracker2.istole.it:60500/announce
http://inferno.demonoid.com:3407/announce
http://vip.tracker.thepiratebay.org/announce
http://track.sextorrent.to:2710/announce
http://tracker.deluxebits.to:3552/announce
http://denis.stalker.h3q.com:6969/announce
http://tracker.thepiratebay.org/announce
http://tracker.torrentbox.com:2710/announce
http://tracker.hexagon.cc:2710/announce
http://tracker.torrent.to:2710/announce
http://axxo.sladinki007.net:6500/announce
http://220.162.244.175:53880/announce
http://tpb.tracker.prq.to/announce
http://open.tracker.thepiratebay.org/announce
http://eztv.sladinki007.net:60500/announce
http://tv.tracker.prq.to/announce
http://218.145.160.136:8080/announce
http://tracker.prq.to/announce
http://tracker.torrenty.org:6969/announce
http://tpb.tracker.thepiratebay.org/announce
http://t.ppnow.net:2710/announce
http://www.torrentvideos.com:6969/announce
http://tracker.bitebbs.com:6969/announce
http://www.torrent-downloads.to:2710/announce
http://eztv.sladinki007.eu:60500/announce
http://www.ipmart-forum.com:2710/announce
http://tracker.ydy.com:83/announce
http://bt1.the9.com:6969/announce
http://tracker.sladinki007.net:6500/announce
http://tracker.ydy.com:102/announce
http://tracker.paradise-tracker.com:12000/announce
http://moviesb4time.biz/announce.php
http://tracker.deadfrog.us:42426/announce
http://mpggalaxy.mine.nu:6969/announce
http://www.sumotracker.org/announce
Applying the trackers to uTorrent:
In particular, this is a ‘µTorrent-compatible’ list, so that’s where I’ll show the example.
Open µTorrent, and right-click on the suspiciously-slow torrent. Select "Properties…".

In the first window box, the "General" tab should be open, and there should already be a list of existing trackers (or perhaps just one). ‘Copy’ the list from above, and ‘paste’ them into the window.

You should now be left with what looks like this (see below). Be sure to click "OK" to save the changes.

While you’re at it, make sure that “Enable DHT” and “Peer Exchange” have checks in them, too. Now, if there are ANY public users on that torrent, you’ll be sure to find them.
Sunday, August 1, 2010
Download Just anything
To download any free game or software is very easy just search on Google but an easier method is just go on to the following websites:
http://www.chip.de/downloads/
http://download.cnet.com/windows/
And now for the softwares and games which are not free
First of all just download
http://www.chip.de/downloads/
http://download.cnet.com/windows/
And now for the softwares and games which are not free
First of all just download
uTorrent, BitComet, or any other Bittorrent Client
Then just go to any of the following sites and download anything ulike(softwares, games, movies, etc.).
Then just go to any of the following sites and download anything ulike(softwares, games, movies, etc.).
1. Torrent Funk
Torrent Funk is new to this list. The site does not display user ratings of torrents, and it can be difficult to discern which are the sponsored ads and which are the actual torrent links. But the site layout is pleasing, the cross-movie recommendations are very helpful, and multiple About.com readers have strongly recommended Torrent Funk. Give this site a try, and watch if it will grow over time.
2. Demonoid
Demonoid is the benchmark private torrent site. All other private P2P communities compare themselves to Demonoid, and even with the massive competition, Demonoid still remains a top site in the eyes of downloaders everywhere. If you successfully get a registered membership at Demonoid, do not abuse it. Thousands of people are happy to take your spot if you do not share files and maintain your requisite ratio.
3. Torrent Root
Torrent Root is another metasearch engine, Torrent Root will pore through other search engines on your behalf, and display the results in a slick tabbed interface for your easy browsing.
May 2010 warning: some users have gotten malware infections from downloads at Torrentroot. The administrators there are poring through their torrents to identify how the infections happened.
May 2010 warning: some users have gotten malware infections from downloads at Torrentroot. The administrators there are poring through their torrents to identify how the infections happened.
4. Kick Ass Torrents
Kick Ass Torrents is a new favorite site with a growing community. The interface is a distinctive earth color, and the search results display in a useful format of columns, including torrent health. The best part of Kick Ass Torrents is their comment and feedback system... the user community watches the quality of torrents, and offers their recommendations and warnings.
Kick Ass Torrents could become a very big player in the P2P world of 2010. Check these folks out, and let's see if they grow in user size.
Kick Ass Torrents could become a very big player in the P2P world of 2010. Check these folks out, and let's see if they grow in user size.
5. Diamond Torrents
New: Diamond Torrents: this private torrent search service has been repeatedly recommended by About.com readers lately. The community and staff at Diamond seem to be very supportive of new members, and while the site itself is a bit counter-intuitive to search, it does offer a solid base of older and more-obscure movies. Try signing up for Diamond Torrents, and let us know what you think.
6. Isohunt
April 2010: Isohunt.com is now offering a revised service under the name 'Isohunt Lite'. The CRIA has compelled Isohunt to change its ways, or else be prosecuted for secondary copyright infringement. Accordingly, Isohunt Lite is formatted to be a form of 'Web-wide torrent Google', but with the sorting, ranking, and user rating features of Isohunt.com. Read all the details at the Isohunt Lite web page above.
Simultaneously, Isohunt.com is also available at an asian domain name, 'Isohunt.hk'.
Simultaneously, Isohunt.com is also available at an asian domain name, 'Isohunt.hk'.
7. Fenopy
Fenopy has some compelling features. Fenopy is fully integrated with IMDB and Last.fm radio, so it has some friendly methods for browsing and discovering movies and music. A graphics gallery of large and motivating thumbnails adorns the home page, and the fake finder feature is also very useful for avoiding bad files. Definitely give Fenopy a try.
8. Entertane
Entertane is a "metasearch" engine. This means: it searches other search engine results, but present the results in a single screen for easy browsing. And Entertane does a slick job of providing eight other result sets in a convenient tabbed browsing format.
9. Cinema Torrents
CinemaTorrents.com offers something really unique: IMDB ratings and vote information right on the search page. You can see public opinions on the movie itself before you download.
10. VCDQ
VCDQ.com is a new site here. This isn't even technically a torrent site... rather, it is a verification site that employs a committee of serious users to confirm that torrents do indeed exist for what you are seeking. Ideal for movie fans who want to verify if a new release is available for torrent download, VCDQ.com will indeed tell you if legitimate torrent files have been found and verified for that particular movie. You just need to copy-paste the torrent names and use a torrent search engine like Isohunt.com to locate the seeds. Definitely give VCDQ.com a try; this is a great resource for avoiding fake torrent files and finding true files faster.
11. The Pirate Bay
News Announcement, April 18, 2009: the Stockholm district court has sentenced the four Pirate Bay founders to a year in prison, and over $USD 3.5 million in fines. This is as punishment for violating their country's copyright laws. More on this shocking court ruling here...
12. Meganova/SeedPeer
Meganova, which has been rebranded as "SeedPeer", seems to be slow to load these days. Nevertheless, readers have commented that they like this site. New visitors should note the "keyword cloud" wall of text on the home page (this cloud gives you a quick sense of what are popular search phrases lately).
13. Zoozle
This German downloader site has some slick features you won't find on other torrent sites. It lets you search eMule, Rapidshare, and UseNet. It also searches for subtitles, lyrics, serial numbers, and cracks. Definitely keep your eye on Zoozle as it continues to develop its services.
14. Flixflux
Flixflux is a United Kingdom torrent site that is very popular with European downloaders.
15. ExtraTorrent
ExtraTorrent is a crammed-looking site, and yes, it has popup advertising that can be annoying. BUT: this cluttered site also offers some really packed information that many users will appreciate: the torrents have movie plot summaries, photos of the actors, user comments on the stories, names of the users who verified the torrent, and visual crosslinks to similar movies. I personally like that ExtraTorrents features some really obscure gems in the left column... a very helpful feature for real movie and TV buffs looking to discover new shows.
16. IPtorrents
IPtorrents is an exclusive torrent site that accepts only people who are personally invited by existing members. Members who invite leechers ("cheaters") are banned from the site, which promotes a careful loyalty amongst its members.
17. BTjunkie
BTjunkie is a solid torrent service for many reasons: it has a massive database, it offers torrent email updates of new additions, Twitter updates, and useful reporting and comment features.
18. Torrent Pond
Torrentpond.com has been recommended by several users this spring of 2010. As a meta-searcher, Torrentpond will scour other sites for you, atempt to filter out old and fake torrents, and then offer you an easy-to-browse list. It also showcases recent torrents, which is a good feature for regular downloaders. The advertising is plentiful, and you will need to tune it out and go around some popups, but the thorough searches are often worth it.
19. BiteNova
Formerly known as “Bi-Torrents”, BiteNova is a free Torrent site with a spartan look and fast searching format.
20. Linux Tracker
User mcangeli has recommended this linux-focused site. Linuxtracker.org offers more linux and OSS torrents than nearly all of its current competition. If you are a linux and open source software fan, give Linuxtracker.org a try.
21. yourbittorrent.com
This site is simple and clean, with almost no advertising. The results are fast, easy to scan, and plentiful. You have to love a simple and straightforward service that delivers convenient and quick results... like yourbittorent.com delivers for downloaders.
22. ShareReactor
ShareReactor is a search engine for both bit torrents and eDonkey 2000 ("ed2k") file formats. While eDonkey is not nearly as popular today as it was in 2002, some people still use ed2k networking.
23. Torrentz
Special thanks to reader, Jonathan R., for this recommendation. The "verified" filtering feature of this site makes it a good choice for downloaders.
24. Vertor
This torrent service claims to filter out bad torrents, viruses, DRM locks, passwords, and fakes. Many readers are pleased with Vertor, and thus far their service has been exemplary. Definitely give Vertor a try.
25. Torrent Tree
Gary and his team of P2P programmers bring us a new site in Ajax code language. Like any metasearch engine, Torrent Tree pulls its results from many other search engines. But Torrent Tree pulls *more* search results than any other current metasearch site. Definitely give these new players a try.
Games Hacked
If you want to play any game the thing that comes to most peoples mind is are there any cheats or hacks, if any what are they so to solve this problem there are three ways:


Download this file,unzip or extract to any location and use to find cheats


Either hack yourself or just download a table from http://www.cheatengine.org/tables.php for more information go to http://www.cheatengine.org/
This is the simplest method just go on the website and type the name of the game you will get a vesion of the game to play online which has been hacked by someone alse already
Saturday, July 31, 2010
Rubic's Cube Beginner
List Of Algorithms
1) Fi U Li Ui2) Ri Di R D
3) U R Ui Ri Ui Fi U F
4) Ui Li U L U F Ui Fi
5) F R U Ri Ui Fi
6) R U Ri U R U U Ri
7) U R Ui Li U Ri Ui L
8) Ri Di R D
List Of Algorithms
1) Fi U Li Ui
2) Ri Di R D
3) U R Ui Ri Ui Fi U F
4) Ui Li U L U F Ui Fi
5) F R U Ri Ui Fi
6) R U Ri U R U U Ri
7) U R Ui Li U Ri Ui L
8) Ri Di R D
Rubic's Cube with Video
Oll
Corners Correct, Edges Flipped
These are easy to recognize because all four corners are correctly oriented. To distinguish between cases, simply check to see whether all four edges need to be flipped, or if only two need to be flipped, check to see whether they are opposite or adjacent of each other.
All Edges Flipped Correctly
Recognition for these cases is extremely easy because they each have a yellow "cross" already solved. If three corners need to be twisted, bring the oriented corner to the front so that the other corner in the front has a yellow sticker on the front side. If two corners are twisted, you can tell which case is given by seeing only one of them. This set of cases is perhaps (along with the previous three cases) the easiest set to recognize and distinguish. Recently, I started using COLL, which orients AND permutes the corners, so 1/12 of the time you will be left with a solved cube and the other 11/12 of the time you will be left with an easy (fast) cycle of edges.
No Edges Flipped Correctly
There are four types of cases here. If nothing on the top is yellow except the center, bring the yellow bar of 3 stickers to the left side and perform the algorithm. If there is only a yellow dot on the upper face, choose your algorithm based on the number of yellow stickers to the left of the dot on the side face. If there are two dots on the upper face, check to see whether there is a bar of three stickers on one of the sides. If there is, put that bar on the back face. Otherwise, bring the two dots to the back of the cube and perform the algorithm. If there are three dots on the top of the cube (a staircase), AUF so that the staircase matches the diagram below and so that there is only a single yellow sticker on the front face.
"T" shapes
Distinguish among the T's by the number of yellow stickers on the front face.
"P" Shapes
Distinguish among the b's and d's by looking at the side opposite the solved letter and checking to see whether there is one or three yellow stickers.
"W" Shapes
The upper face should show an "M" and there will be only one sticker on the front face when you start the algorithm.
"L" shapes
If there is a bar of three yellow stickers on any side, bring that bar to the left side of the cube. Then, based on the number of stickers on the side opposite the little L (front or back), decide which case you have. If there is no bar of three yellow stickers, put the bar of two yellow stickers in the front of the cube and perform the appropriate algorithm.
Big Lightning Bolts
AUF so that the left and right edges are oriented and so that there are two yellow stickers on the front of the cube.
"C" Shapes
Decide on the algorithm based on whether the back has one or three yellow stickers.
Squares
Bring the square to the front-left of the cube and look at the front. One case has a yellow sticker in the front and the other does not.
Small Lightning Bolts
Line up the lightning bolt so that it is vertical with a front edge oriented. Then, based on whether the front sticker adjacent to the oriented front edge on the same side as the lightning bolt itself is yellow or not, choose the appropriate algorithm.
Fish Shapes
For these cases, distinguish among them based on whether there is a bar of two yellow stickers only in the front, only on the right, on the front and the right, or neither.
"I" Shapes
If there is a bar of three stickers, place it on the right side of the cube. If there is a second bar of three stickers, then you know which case you have immediately. If there is no bar of three stickers, then there is either a bar of two stickers or no bar of stickers at all.
"Knight Move" Shapes
Line up the cube so that the correctly oriented corner is in the back of the cube and the left and right edges are oriented. Decide on the case based on whether the bar of two yellow stickers on the front is on the same or opposite side of the correctly twisted corner.
The "Awkward" Shapes
Line up the lightning bolt vertically so that the dot is at the back of the cube and use the same method of recognition as the cases of lightning bolts without dots.
Pll
Corners Only
In cases #01 and #02, I first AUF (adjust the U-face) until the "corner block" is permuted. By corner block, I mean that there is a corner and the two edges adjacent to it belong adjacent to it. Since this is very similar to case #18, i check to see that the two stickers next to the corner block are the same color (if they are not, then this is case #18). To distinguish between the two cases, I look at both sides of the corner block. I rotate the cube so that whichever of those sides shows the sticker of a corner that belongs opposite along the diagonal of where it is located. I use that as an indicator for which algorithm to use. For example, if there is a solved blue-red corner block, and the rightmost sticker on the red side is orange, then I know I have Case #01. Case #03 is obvious to recognize because there are no 1x1x2 (or larger) blocks. Thus, I just AUF to permute any edge (the other three will be permuted by default), and rotate the cube to match the diagram below.
Edges Only
In these cases, I first AUF until the corners are all permuted. Cases #04 and #05 are very easy to recognize because there are no solved 1x1x3 blocks (hence, no solved faces). Noticing that two adjacent edges need to be swapped indicates to perform case #04 and if two opposite edges need to be swapped, the case is #05. I think it is important to be able to recognize Cases #06 and #07 from all angles and be able to execute them using any grip.
Swapping Two Adjacent Corners & Two Edges
For cases #08 and #09, I AUF to solve a face and then rotate the cube such that the solved face is in front. Then, it is easy to determine which of the two cases you have. Case #10 is unlike any other because it has two 1x1x2 blocks directly across from each other. I recognize it by first AUF such that the blocks are solved and then rotate the cube such that the blocks are on the left side. Cases #11 and #12 are a bit trickier than most other cases to recognize. I first AUF to solve the 1x1x2 block. Then, I rotate the cube so that the two unsolved corners are in the back and then determine which of the two cases I have. For case #13, first AUF to solve a face. Then, since the edge opposite that face is correct, it is immediately obvious that the cube must be rotated so that the solved face is at the back so that the algorithm can be performed.
Cycling Three Corners & Three Edges
Though these look the trickiest to recognize, they are actually quite simple. I first AUF to solve the 1x1x2 block. Then, I rotate the cube such that the two corners that share the same color on the same face are on the left side. Then, based on whether the block is at the back, front, far part of the right, or close part of the right, I know whether to apply #14, #15, #16, or #17, respectively.
Permutations Of Two Diagonal Corners & Two Edges
Case #18 is recognized in the same manner as #01 and #02, except both sides of the corner block will have the opposite color in the corners. Then, just rotate the cube to put the corner-block at the front-left side. In cases #19 and #20, there are two sets of 1x1x2 blocks where the blocks are opposite each other, but "offset" (ie - not directly across from each other). I first AUF to correctly place either of the two sets of blocks and then rotate the cube so that the ULB and URF corners are correctly placed. Then, depending on whether the two edges that need to be swapped from front to back or left to right, it is clear whether I have case #19 or #20. Finally, case #21. This is one of the easiest to recognize. First, AUF to correctly place the two perpendicular 1x1x2 blocks. Since no other PLL case has this, rotate the cube and perform the algorithm.
Corners Correct, Edges Flipped
These are easy to recognize because all four corners are correctly oriented. To distinguish between cases, simply check to see whether all four edges need to be flipped, or if only two need to be flipped, check to see whether they are opposite or adjacent of each other.
# | Diagram | Time | Algorithm | Comments | Video |
01 | ![]() | 1.300 | (M' U M) U2 (M' U M) | The middle slices should be done with the left ring finger for M' and the left thumb for M. The (M' U M) group may take some getting used to. | slow fast |
02 | ![]() | 1.200 | (R U R' U') (M' U R U') Rw' | There's nothing too fancy here. The finger tricks used are pretty common. I do the slice turn as M' now because I think it's a little faster that way. | slow fast (old) |
03 | ![]() | 1.967 | r' (R U) (R U R' U' Rw2) (R'2 U) (R U') Rw' | Again, I use the slice as Rw2 R'w because it flows a little nicer. This is the least common OLL case (1/216). The finger tricks here are pretty simple. | slow fast |
All Edges Flipped Correctly
Recognition for these cases is extremely easy because they each have a yellow "cross" already solved. If three corners need to be twisted, bring the oriented corner to the front so that the other corner in the front has a yellow sticker on the front side. If two corners are twisted, you can tell which case is given by seeing only one of them. This set of cases is perhaps (along with the previous three cases) the easiest set to recognize and distinguish. Recently, I started using COLL, which orients AND permutes the corners, so 1/12 of the time you will be left with a solved cube and the other 11/12 of the time you will be left with an easy (fast) cycle of edges.
# | Diagram | Time | Algorithm | Comments | Video |
04 | ![]() | 1.600 | (R'2 D) (R' U2) (R D') (R' U2 R') | This is one of the most awkward OLLs with all correctly flipped edges. It's still pretty fast, though. | slow fast |
05 | ![]() | 1.133 | (Lw' U') (L U) (R U') (Rw' F) | This one is pretty fast. The only problem is that you have to alternate hands a couple times. | slow fast |
06 | ![]() | 0.800 | (R' F) (R B') (R' F') (R B) | This algorithm is ridiculously fast. Hold your thumb on the bottom of the cube and left middle finger holding the S layer on the upper face. It helps to use your wrist of your left hand to assist in some of the turns. | slow fast |
07 | ![]() | 0.867 | (R U R' U) (R U'2 R') | This is the Sune. Your right hand should never come off of the cube during the execution at any time. | slow fast |
08 | ![]() | 1.000 | (L' U' L U') (L' U2 L) | This is just the mirror of the Sune, called the Anti-Sune. | slow fast |
09 | ![]() | 1.700 | (R U'2) (R'2 U') (R2 U') (R'2 U'2 R) | The execution of this algorithm is pretty neat. There is a FSC for it called The Air Jeff that Macky can perform in what appears to be about a second. The R2 turns should alternate in direction so that they can be performed by the right hand without letting go of the cube. The left hand holds the cube and makes the U' turns. | slow fast |
10 | ![]() | 1.700 | F (R U R' U') (R U R' U') (R U R' U') F' | This is a very easy case. This algorithm has the same finger trick three times in a row. | slow fast |
No Edges Flipped Correctly
There are four types of cases here. If nothing on the top is yellow except the center, bring the yellow bar of 3 stickers to the left side and perform the algorithm. If there is only a yellow dot on the upper face, choose your algorithm based on the number of yellow stickers to the left of the dot on the side face. If there are two dots on the upper face, check to see whether there is a bar of three stickers on one of the sides. If there is, put that bar on the back face. Otherwise, bring the two dots to the back of the cube and perform the algorithm. If there are three dots on the top of the cube (a staircase), AUF so that the staircase matches the diagram below and so that there is only a single yellow sticker on the front face.
# | Diagram | Time | Algorithm | Comments | Video |
11 | ![]() | 1.833 | Fw (R U R' U') Fw' U' F (R U R' U') F' | This is a clever combination of the two fastest OLL algs. | slow fast (old) |
12 | ![]() | 1.967 | Fw (R U R' U') Fw' U F (R U R' U') F' | This is another combination of the two fastest OLL algs. | slow fast (old) |
13 | ![]() | 2.033 | (R U R' U) (R' F R F') U2 (R' F R F') | This one is very fast. Each of the three triggers should be lightning fast. | slow fast |
14 | ![]() | 2.500 | (R' U2) F (R U R' U') y' (R'2 U2) (R B) | The two triggers after the rotation can be kind of awkward because you have to reach around the cube to grab for the R'2 and the (R B) is just hard to do. | slow fast |
15 | ![]() | 2.333 | F (R U R' U) y' (R' U2) (R' F R F') | Here, the R' U2 is much easier to do than in Case #14 and each of the other two triggers are also fast, so this algorithm should be somewhat quick. | slow fast |
16 | ![]() | 1.433 | F (R U R' U') S (R U R' U') Fw' | This algorithm is just the easy T-orientation followed by the easy d-orientation. The S can take a little getting used to. | slow fast |
17 | ![]() | 2.233 | (R U) B' (Lw U [Lw' R'] U') (R' F R F') | The middle trigger looks pretty cool if it's done correctly. If done correctly, the last layer should still wind up on top at the end of it. | slow fast |
"T" shapes
Distinguish among the T's by the number of yellow stickers on the front face.
# | Diagram | Time | Algorithm | Comments | Video |
18 | ![]() | 0.833 | (R U R' U') (R' F R F') | This orientation makes up the second half of the Y-permutation. Both triggers are lightning fast, so this should easily be sub-1 second. | slow fast |
19 | ![]() | 0.600 | F (R U R' U') F' | This is the quickest and shortest OLL case. I use the left index for the U' and the right thumb for the F'. | slow fast |
"P" Shapes
Distinguish among the b's and d's by looking at the side opposite the solved letter and checking to see whether there is one or three yellow stickers.
# | Diagram | Time | Algorithm | Comments | Video |
20 | ![]() | 0.933 | Fw (R U R' U') Fw' | This is very similar to #19 except with a double layer turn instead of just F. | slow fast |
21 | ![]() | 0.900 | Fw' (L' U' L U) Fw | This is just the mirror of Case #20. | slow fast |
22 | ![]() | 1.433 | (R Dw) (L' Dw') (R' U) (Lw U Lw') | There should be a nice balance between both hands in performing this algorithm. | slow fast |
23 | ![]() | 1.600 | (L' Dw') (R Dw) (L U') (Rw' U' Rw) | This is just the mirror of Case #22. | slow fast |
"W" Shapes
The upper face should show an "M" and there will be only one sticker on the front face when you start the algorithm.
# | Diagram | Time | Algorithm | Comments | Video |
24 | ![]() | 1.667 | (R U R' U) (R U' R' U') (R' F R F') | There's nothing difficult about any of these three triggers. | slow fast |
25 | ![]() | 1.700 | (L' U' L U') (L' U L U) (L F' L' F) | This is just the mirror of Case #24. | slow fast |
"L" shapes
If there is a bar of three yellow stickers on any side, bring that bar to the left side of the cube. Then, based on the number of stickers on the side opposite the little L (front or back), decide which case you have. If there is no bar of three yellow stickers, put the bar of two yellow stickers in the front of the cube and perform the appropriate algorithm.
# | Diagram | Time | Algorithm | Comments | Video |
26 | ![]() | 1.933 | (Rw U) (R' U) (R U') (R' U) (R U'2 Rw') | The left hand only holds the cube while the right does everything else. | slow fast |
27 | ![]() | 1.800 | (Rw' U') (R U') (R' U) (R U') (R' U2 Rw) | This is similar to Case #26, but the first U' is done with the left index finger. | slow fast |
28 | ![]() | 2.167 | (R B' R B R'2) U2 (F R' F' R) | Use the right hand to do the first set of moves all in one motion. The second trigger should be very fast. | slow fast |
29 | ![]() | 2.267 | (R' F R' F' R2) U2 y (R' F R F') | This algorithm is very similar to Case #28 with an added cube rotation to make the second trigger easier to perform. | slow fast |
30 | ![]() | 1.000 | F (R U R' U') (R U R' U') F' | This is just the easy T-orientation performed twice in a row. | slow fast |
31 | ![]() | 1.300 | F' (L' U' L U) (L' U' L U) F | This is just the mirror of Case #30. | slow fast |
Big Lightning Bolts
AUF so that the left and right edges are oriented and so that there are two yellow stickers on the front of the cube.
# | Diagram | Time | Algorithm | Comments | Video |
32 | ![]() | 1.900 | (R B') (R' U' R U) y (R U') F' | The right thumb gets a lot of work done at the end of this algorithm. The first trigger can be a little tricky if you don't grip the cube properly. | slow fast |
33 | ![]() | 2.733 | (L' B) (L U L' U') y' (L' U) F | This is just the mirror of Case #32. | slow fast |
"C" Shapes
Decide on the algorithm based on whether the back has one or three yellow stickers.
# | Diagram | Time | Algorithm | Comments | Video |
34 | ![]() | 1.533 | (R U R'2 U') (R' F) (R U) (R U') F' | This case is FAST! it takes a little while to get used to the R'2 not being just R', but the algorithm flows very nicely. I make the last F' turn with my thumb. | slow fast |
35 | ![]() | 1.767 | B' (R' U' R) y (R U') (R' U2 R) | There's nothing fancy here. All the triggers are fast and easy to perform. | slow fast |
Squares
Bring the square to the front-left of the cube and look at the front. One case has a yellow sticker in the front and the other does not.
# | Diagram | Time | Algorithm | Comments | Video |
36 | ![]() | 1.333 | B' (R'2 F) (R F' R B) | This one looks pretty cool. The second half is very similar to the moves in Case #06. | slow fast |
37 | ![]() | 1.533 | (Lw U2) (L' U' L U' Lw') | The left hand does quite a bit of work on this one. | slow fast |
Small Lightning Bolts
Line up the lightning bolt so that it is vertical with a front edge oriented. Then, based on whether the front sticker adjacent to the oriented front edge on the same side as the lightning bolt itself is yellow or not, choose the appropriate algorithm.
# | Diagram | Time | Algorithm | Comments | Video |
38 | ![]() | 1.100 | (Lw U L' U) (L U'2 Lw') | This case is very similar to Case #37. | slow fast |
39 | ![]() | 1.767 | F (R U R' U') F' U F (R U R' U') F' | This is just the easy T-orientation performed twice with a cube rotation between them. | slow fast (old) |
40 | ![]() | 1.167 | (Rw' U' R U') (R' U2 Rw) | This is just the mirror of #38. | slow fast |
41 | ![]() | 2.300 | F' (L' U' L U) F U F (R U R' U') F' | This is just the mirror of #39, but slightly modified | slow fast (old) |
Fish Shapes
For these cases, distinguish among them based on whether there is a bar of two yellow stickers only in the front, only on the right, on the front and the right, or neither.
# | Diagram | Time | Algorithm | Comments | Video |
42 | ![]() | 1.000 | F (R U') (R' U' R U) (R' F') | This is one of the fastest orientations. It's the first half of the Y-permutation. The last six moves are EXTREMELY FAST (at least 10 tps). | slow fast |
43 | ![]() | 2.700 | (L U'2) (L'2 B) (L B' L U'2 L') | This algorithm takes a bit getting used to because there are so many changes in grip and changes in direction. | slow fast |
44 | ![]() | 1.467 | (L U L') yx (L' U) (L F') (L' U' L) | This is the only fish-shape case that I hold from a different angle. | slow (old) fast |
45 | ![]() | 1.700 | (R' U' R) y'x' (R U') (R' F) (R U R') | This is just the mirror of Case #44. | slow fast |
"I" Shapes
If there is a bar of three stickers, place it on the right side of the cube. If there is a second bar of three stickers, then you know which case you have immediately. If there is no bar of three stickers, then there is either a bar of two stickers or no bar of stickers at all.
# | Diagram | Time | Algorithm | Comments | Video |
46 | ![]() | 1.367 | Fw (R U R' U') (R U R' U') Fw' | This is just the easy d-orientation repeated twice. | slow fast |
47 | ![]() | 1.600 | (R U R' U R Dw') (R U' R' F') | The d' turn eliminates the need for a rotation, so this algorithm can be done very quickly. | slow fast |
48 | ![]() | 2.600 | F (R U R' U' R) y' (R' F) (R B') (R' F') | The second half of this algorithm is much like Case #06. | slow fast |
49 | ![]() | 3.100 | (R' U2) (R'2 U) (R' U) (R U'2) x' (U' R' U) | There are a lot of short triggers in this one, so you lose time due to regripping and reaching, but this algorithm can still be done at a reasonable speed. | slow fast |
"Knight Move" Shapes
Line up the cube so that the correctly oriented corner is in the back of the cube and the left and right edges are oriented. Decide on the case based on whether the bar of two yellow stickers on the front is on the same or opposite side of the correctly twisted corner.
# | Diagram | Time | Algorithm | Comments | Video |
50 | ![]() | 1.833 | x' (R U' R' F') (R U R') xy (R' U R) | This is fast. The rotation doesn't slow the algorithm down much at all. | slow fast |
51 | ![]() | 1.400 | (Rw U Rw') (R U R' U') (Rw U' Rw') | I like all three sets of moves in this algorithm. =) | slow fast |
52 | ![]() | 1.933 | x' (L' U L F) (L' U' L) xy' (L U' L') | This is just the mirror of Case #50. | slow fast |
53 | ![]() | 1.400 | (Lw' U' Lw) (L' U' L U) (Lw' U Lw) | This is just the mirror of Case #51. | slow fast |
The "Awkward" Shapes
Line up the lightning bolt vertically so that the dot is at the back of the cube and use the same method of recognition as the cases of lightning bolts without dots.
# | Diagram | Time | Algorithm | Comments | Video |
54 | ![]() | 2.167 | (R U') (R' U2) (R U) y (R U') (R' U' F') | This case looks difficult, but it's actually pretty easy and flows kind of nicely. | slow fast |
55 | ![]() | 1.933 | (R'2 U R' B') (R U') (R'2 U) (Lw U Lw') | After the first set of moves, everything picks up a bit and it's easy to finish the algorithm. | slow fast |
56 | ![]() | 3.167 | (L' U) (L U'2) (L' U') y' (L' U) (L U F) | This is just the mirror of Case #54. | slow fast |
57 | ![]() | 2.433 | (L2 U' L B) (L' U) (L2 U') (Rw' U' Rw) | This is just the mirror of Case #55. | slow fast |
Pll
Corners Only
In cases #01 and #02, I first AUF (adjust the U-face) until the "corner block" is permuted. By corner block, I mean that there is a corner and the two edges adjacent to it belong adjacent to it. Since this is very similar to case #18, i check to see that the two stickers next to the corner block are the same color (if they are not, then this is case #18). To distinguish between the two cases, I look at both sides of the corner block. I rotate the cube so that whichever of those sides shows the sticker of a corner that belongs opposite along the diagonal of where it is located. I use that as an indicator for which algorithm to use. For example, if there is a solved blue-red corner block, and the rightmost sticker on the red side is orange, then I know I have Case #01. Case #03 is obvious to recognize because there are no 1x1x2 (or larger) blocks. Thus, I just AUF to permute any edge (the other three will be permuted by default), and rotate the cube to match the diagram below.
# | Diagram | Time | Algorithm | Comments | Video |
01 | ![]() | 1.300 | (Lw' U R') D2 (R U' R') D2 R2 | This is a basic corner 3-cycle. It is one of my favorite and fastest algorithms. The algorithm is a lot simpler than it looks. | slow fast |
02 | ![]() | 1.533 | (Rw U' L) D2 (L' U L) D2 L2 | This is just the mirror of #01. | slow (old) fast |
03 | ![]() | 1.933 | x' (R U') (R' D) (R U R') Uw'2 (R' U) (R D) (R' U' R) | The last five turns are usually extremely fast. This is easy to recognize because other than algorithms #04 and #05, it is the only one that does not have any 1x1x2 blocks. | slow fast |
Edges Only
In these cases, I first AUF until the corners are all permuted. Cases #04 and #05 are very easy to recognize because there are no solved 1x1x3 blocks (hence, no solved faces). Noticing that two adjacent edges need to be swapped indicates to perform case #04 and if two opposite edges need to be swapped, the case is #05. I think it is important to be able to recognize Cases #06 and #07 from all angles and be able to execute them using any grip.
# | Diagram | Time | Algorithm | Comments | Video |
04 | ![]() | 1.800 | (M'2 U) (M'2 U) (M' U2) (M'2 U2) (M' U2) | This is a very fast algorithm that Gilles van den Peereboom showed me at WC2005. The last U2 is not necessary if you account for it before the algorithm. | slow fast |
05 | ![]() | 1.133 | (M'2 U) (M'2 U2) (M'2 U) M'2 | This is extremely easy to recognize and can be performed VERY quickly. The M'2 is actually performed as (M'M') with rapid pushing at the back face of the M layer with the middle and then ring fingers. Some people call this the "Bob Burton H-perm" because my discovery of this finger trick enabled me to perform this algorithm at insane speeds (at best under one second). | slow fast |
06 | ![]() | 1.300 | (R U' R U) (R U) (R U') (R' U' R2) | This is just a simple 3-edge cycle. It is almost as faster than the corner cycles. | slow fast |
07 | ![]() | 1.133 | (R2 U) (R U R' U') (R' U') (R' U R') | This is the inverse of #06. I place my hands slightly differently for this algorithm. | slow fast |
Swapping Two Adjacent Corners & Two Edges
For cases #08 and #09, I AUF to solve a face and then rotate the cube such that the solved face is in front. Then, it is easy to determine which of the two cases you have. Case #10 is unlike any other because it has two 1x1x2 blocks directly across from each other. I recognize it by first AUF such that the blocks are solved and then rotate the cube such that the blocks are on the left side. Cases #11 and #12 are a bit trickier than most other cases to recognize. I first AUF to solve the 1x1x2 block. Then, I rotate the cube so that the two unsolved corners are in the back and then determine which of the two cases I have. For case #13, first AUF to solve a face. Then, since the edge opposite that face is correct, it is immediately obvious that the cube must be rotated so that the solved face is at the back so that the algorithm can be performed.
# | Diagram | Time | Algorithm | Comments | Video |
08 | ![]() | 1.800 | (R' U L') U2 (R U' R') U2 ([L R] U') | This situation comes up somewhat often and is quite easy to recognize. I perform the R of the Ra a split second after I start the L so that I can immediately perform the U' when the L face has been moved to where it belongs. | slow fast |
09 | ![]() | 1.400 | (R U R' F') (R U R' U') (R' F) (R2 U') (R' U') | I have to thank Quinn Lewis for this alg. It rocks my world. It is the same as PLL #10 with the last four moves instead performed at the beginning. | slow fast |
10 | ![]() | 1.500 | (R U R' U') (R' F) (R2 U') (R' U' R U) (R' F') | This is the "T" permuation. It is long but definitely very fast and easy. It is also very easy to recognize. It can be performed in almost one swift motion without any readjusting of the fingers. Note that it is a combination of two easy orientations. | slow fast |
11 | ![]() | 1.767 | (R' U2) (R U2) (R' F R U R' U') (R' F' R2 U') | Quinn Lewis showed me an effective algorithm for this case that I have fallen in love with. It is about twice as fast as the algorithm I was previously using. | slow fast |
12 | ![]() | 1.867 | (L U'2) (L' U'2) (L F' L' U' L U) (L F L'2 U) | This is just the mirror of Case #11. | slow fast |
13 | ![]() | 2.533 | (R U') (R' U R'2) y (R U R' U' F' Dw) (R'2 F R F') | I am going to swith to Stefan Pochmann's algorith for this case. | slow fast |
Cycling Three Corners & Three Edges
Though these look the trickiest to recognize, they are actually quite simple. I first AUF to solve the 1x1x2 block. Then, I rotate the cube such that the two corners that share the same color on the same face are on the left side. Then, based on whether the block is at the back, front, far part of the right, or close part of the right, I know whether to apply #14, #15, #16, or #17, respectively.
# | Diagram | Time | Algorithm | Comments | Video |
14 | ![]() | 2.233 | (R'2 Uw' R U') (R U R' Uw R2) y (R U' R') | This is fairly easy to perform at high speeds, even though it looks the most confusing. Algorithms #14-#17 are all performed somewhat similarly because they have some overlapping moves. | slow fast |
15 | ![]() | 1.867 | (R'2 Uw) (R' U R' U' R Uw') R'2 y' (R' U R) | Ron showed me a nice modification to this algorithm to make it flow a lot nicer. It is quite easy to perform with a little practice. | slow fast |
16 | ![]() | 2.167 | (R' U' R) y (R'2 Uw R' U) (R U' R Uw' R'2) | This is the inverse of #15. Note how similar they look. I perform this one almost exactly the same way. | slow fast |
17 | ![]() | 2.100 | (R U R') y' (R'2 Uw' R U') (R' U R' Uw R2) | This is just the inverse of #14. I execute it very similarly because most of the moves overlap in the same manner. | slow fast |
Permutations Of Two Diagonal Corners & Two Edges
Case #18 is recognized in the same manner as #01 and #02, except both sides of the corner block will have the opposite color in the corners. Then, just rotate the cube to put the corner-block at the front-left side. In cases #19 and #20, there are two sets of 1x1x2 blocks where the blocks are opposite each other, but "offset" (ie - not directly across from each other). I first AUF to correctly place either of the two sets of blocks and then rotate the cube so that the ULB and URF corners are correctly placed. Then, depending on whether the two edges that need to be swapped from front to back or left to right, it is clear whether I have case #19 or #20. Finally, case #21. This is one of the easiest to recognize. First, AUF to correctly place the two perpendicular 1x1x2 blocks. Since no other PLL case has this, rotate the cube and perform the algorithm.
# | Diagram | Time | Algorithm | Comments | Video |
18 | ![]() | 1.767 | (R' U R' Dw') x (Lw' U R' U') (Lw R U') (R' U R U) | I perform the x rotation as I finish the first group of moves. In the third group of moves, I start the R turn right after I start the l turn. | slow fast |
19 | ![]() | 2.700 | (R U') (R' U) (Lw U) (F U') (R' F') (R U' R U) (Lw' U R') | I got this algorith from Stefan Pochmann. It only took me a couple minutes to get used to it. | slow fast |
20 | ![]() | 3.033 | (L' U) (L U') (Rw' U') (F' U) (L F) (L' U L' U') (Rw U' L) | This alg blows. | slow fast |
21 | ![]() | 1.800 | (F R U') (R' U' R U) (R' F') (R U R' U') (R' F R F') | This is the "Y" permutation. It is very quick and can be performed without any adjustments of where the fingers are. It is just a combination of two quick orientations. | slow fast |
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