* Shuffle the Rubik's Cube then try to solve it. ** Drag the Mouse to twist the cube! (new in version 2) (Only drag within a big face of the Rubik's Cube). ** Click Toolbox for faster speed & arrows for twists. * If you solve the Rubik's Cube, a Save Code will be displayed. You can copy the whole Save Code including your username into the project comments. ** It is easiest to "See inside" to copy the whole code which may be quite large. Other Scratchers can then Load your code and watch. * Use the Auto Solve button to watch the project solve the cube using the Highest Order AXis algorithm written by Scratch-Minion and described below. When using Auto Solve, you will not get a Save Code. * A very short example Save/Load Code (include the whole name Scratch-Minion below): Scratch-Minion#OEQVLIOAWJAKAPFLZL1Q#DUJKL3RH6LXSRZJ1UN1M7V6MRV * A "normal" Save/Load Code which was the first time I solved the Rubik's Cube using this project: Scratch-Minion#LHNXFMWBXL1DRCMCZHTG#PDM5BGU6KINIJI4MPH45B3A1LX1R7ML5XXNAWSKFFBVYD7R7CNSAFMKHNMGT1J7YK8BLD8N6CSQUZVGYFYR7T8ASQ8EA4G5588DDADRUZ64A5L8OBAC3C3XG6JLG8OMUJQWAFAJFK1I5GUJQF8EAEUHSGZMMJMNM8PGS5A1H43535S8PGSFUIXB35353T6WAZCYF653Q How The Highest Order AXis algorithm Works -------------------------------------------------------------- When you press the "Auto Solve" button, the Rubik's Cube is solved using the Highest Order AXis algorithm that I created and wrote myself. There are 27 possible moves/twists that you can make to the Rubiks Cube. For each of the X, Y, Z axes there are 3 layers each of which can be turned, 90, -90 or 180 degrees. The Highest Order AXis algorithm tries each of these 27 moves from the current cube position and gives each of these 27 moves a score depending on how well the small cube faces of each colour "align". The algorithm then chooses the move with the highest score. Faces "align" not only if they are on the face of the Rubiks Cube which has that colour as the central colour of the face but also if there are an equal number of steps that would bring many of the other faces of that colour onto that Rubiks Cube face. Faces with "perfect alignment" have their other coloured faces also correctly aligned with the centre face of the Rubiks Cube that they would be rotated to when the steps are executed to bring them to the correct face. These are called "orientation points" which are combined with the "alignment points" to calculate the overall score for a move. The algorithm gives up if more than 20 best scoring moves are required.