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Rubik’s Cube Online

Rubik’s Cube Online Description

Rubik’s Cube Online is a 3-D combination puzzle invented in 1974 by Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube, the puzzle was licensed by Rubik to be sold by Ideal Toy Corp. in 1980 via businessman Tibor Laczi and Seven Towns founder Tom Kremer. Rubik’s Cube Online won the 1980 German Game of the Year special award for Best Puzzle. As of January 2009, 350 million cubes had been sold worldwide, making it the world’s top-selling puzzle game.

It is widely considered to be the world’s best-selling toy. On the original classic Rubik’s Cube Online, each of the six faces was covered by nine stickers, each of one of six solid colours: white, red, blue, orange, green, and yellow. Some later versions of the cube have been updated to use coloured plastic panels instead, which prevents peeling and fading. In currently sold models, white is opposite yellow, blue is opposite green, and orange is opposite red, and the red, white, and blue are arranged in that order in a clockwise arrangement. On early cubes, the position of the colours varied from cube to cube. An internal pivot mechanism enables each face to turn independently, thus mixing up the colours.

For the puzzle to be solved, each face must be returned to have only one colour. Similar puzzles have now been produced with various numbers of sides, dimensions, and stickers, not all of them by Rubik. Although Rubik’s Cube Online Online reached its height of mainstream popularity in the 1980s, it is still widely known and used. Many speedcubers continue to practice it and similar puzzles; they also compete for the fastest times in various categories. Since 2003, the World Cube Association, the international governing body of Rubik’s Cube Online, has organised competitions worldwide and recognises world records.

Rubik’s Cube Mathematics

The puzzle was originally advertised as having “over 3,000,000,000 (three billion) combinations but only one solution”. Depending on how combinations are counted, the actual number can be significantly higher.

Permutations

The current colour scheme of a Rubik’s Cube

The original (3×3×3) Rubik’s Cube has eight corners and twelve edges. There are 8! (40,320) ways to arrange the corner cubes. Each corner has three possible orientations, although only seven (of eight) can be oriented independently; the orientation of the eighth (final) corner depends on the preceding seven, giving 37 (2,187) possibilities. There are 12!/2 (239,500,800) ways to arrange the edges, restricted from 12! because edges must be in an even permutation exactly when the corners are.

(When arrangements of centres are also permitted, as described below, the rule is that the combined arrangement of corners, edges, and centres must be an even permutation.) Eleven edges can be flipped independently, with the flip of the twelfth depending on the preceding ones, giving 211 (2,048) possibilities.

8 ! × 3 7 × ( 12 ! / 2 ) × 2 11 = 43 , 252 , 003 , 274 , 489 , 856 , 000 {\displaystyle {8!\times 3^{7}\times (12!/2)\times 2^{11}}=43,252,003,274,489,856,000}

which is approximately 43 quintillion. To put this into perspective, if one had one standard-sized Rubik’s Cube Online for each permutation, one could cover the Earth’s surface 275 times, or stack them in a tower 261 light-years high. The preceding figure is limited to permutations that can be reached solely by turning the sides of the cube. If one considers permutations reached through disassembly of the cube, the number becomes twelve times larger:

8 ! × 3 8 × 12 ! × 2 12 = 519 , 024 , 039 , 293 , 878 , 272 , 000. {\displaystyle {8!\times 3^{8}\times 12!\times 2^{12}}=519,024,039,293,878,272,000.}

which is approximately 519 quintillion possible arrangements of the pieces that make up the Cube, but only one in twelve of these are actually solvable. This is because there is no sequence of moves that will swap a single pair of pieces or rotate a single corner or edge cube. Thus, there are 12 possible sets of reachable configurations, sometimes called “universes” or “orbits”, into which the Cube can be placed by dismantling and reassembling it.

The preceding numbers assume the center faces are in a fixed position. If one considers turning the whole cube to be a different permutation, then each of the preceding numbers should be multiplied by 24. A chosen colour can be on one of six sides, and then one of the adjacent colours can be in one of four positions; this determines the positions of all remaining colours.

Centre faces

The original Rubik’s Cube Online had no orientation markings on the centre faces (although some carried the words “Rubik’s Cube Online” on the centre square of the white face), and therefore solving it does not require any attention to orienting those faces correctly. However, with marker pens, one could, for example, mark the central squares of an unscrambled Cube with four coloured marks on each edge, each corresponding to the colour of the adjacent face; a cube marked in this way is referred to as a “supercube”. Some Cubes have also been produced commercially with markings on all of the squares, such as the Lo Shu magic square or playing card suits.

Cubes have also been produced where the nine stickers on a face are used to make a single larger picture, and centre orientation matters on these as well. Thus one can nominally solve a Cube yet have the markings on the centres rotated; it then becomes an additional test to solve the centres as well. Marking Rubik’s Cube Online’s centres increases its difficulty, because this expands the set of distinguishable possible configurations.

There are 46/2 (2,048) ways to orient the centres since an even permutation of the corners implies an even number of quarter turns of centres as well. In particular, when the Cube is unscrambled apart from the orientations of the central squares, there will always be an even number of centre squares requiring a quarter turn. Thus orientations of centres increases the total number of possible Cube permutations from 43,252,003,274,489,856,000 (4.3×1019) to 88,580,102,706,155,225,088,000 (8.9×1022).

When turning a cube over is considered to be a change in permutation then we must also count arrangements of the centre faces. Nominally there are 6! ways to arrange the six centre faces of the cube, but only 24 of these are achievable without disassembly of the cube. When the orientations of centres are also counted, as above, this increases the total number of possible Cube permutations from 88,580,102,706,155,225,088,000 (8.9×1022) to 2,125,922,464,947,725,402,112,000 (2.1×1024).

Algorithms

In Rubik’s cubers’ parlance, a memorised sequence of moves that has a desired effect on the cube is called an algorithm. This terminology is derived from the mathematical use of algorithm, meaning a list of well-defined instructions for performing a task from a given initial state, through well-defined successive states, to a desired end-state. Each method of solving the Cube employs its own set of algorithms, together with descriptions of what effect the algorithm has, and when it can be used to bring the cube closer to being solved.

Many algorithms are designed to transform only a small part of the cube without interfering with other parts that have already been solved so that they can be applied repeatedly to different parts of the cube until the whole is solved. For example, there are well-known algorithms for cycling three corners without changing the rest of the puzzle or flipping the orientation of a pair of edges while leaving the others intact. Some algorithms do have a certain desired effect on the cube (for example, swapping two corners) but may also have the side-effect of changing other parts of the cube (such as permuting some edges).

Such algorithms are often simpler than the ones without side-effects and are employed early on in the solution when most of the puzzle has not yet been solved and the side-effects are not important. Most are long and difficult to memorise. Towards the end of the solution, the more specific (and usually more complicated) algorithms are used instead.

Relevance and application of mathematical group theory

Rubik’s Cube Online Online lends itself to the application of mathematical group theory, which has been helpful for deducing certain algorithms – in particular, those which have a commutator structure, namely XYX−1Y−1 (where X and Y are specific moves or move-sequences and X−1 and Y−1 are their respective inverses), or a conjugate structure, namely XYX−1, often referred to by speedcubers colloquially as a “setup move”.

In addition, the fact that there are well-defined subgroups within the Rubik’s Cube Online group enables the puzzle to be learned and mastered by moving up through various self-contained “levels of difficulty”. For example, one such “level” could involve solving cubes which have been scrambled using only 180-degree turns. These subgroups are the principle underlying the computer cubing methods by Thistlethwaite and Kociemba, which solve the cube by further reducing it to another subgroup.

Competitions and records

Speedcubing competitions

Speedcubing (or speedsolving) is the practice of trying to solve a Rubik’s Cube Online in the shortest time possible. There are a number of speedcubing competitions that take place around the world. A speedcubing championship organised by the Guinness Book of World Records was held in Munich on 13 March 1981. The contest used standardised scrambling and fixed inspection times, and the winners were Ronald Brinkmann and Jury Fröschl with times of 38.0 seconds.

The first world championship was the 1982 World Rubik’s Cube Online Championship held in Budapest on 5 June 1982, which was won by Minh Thai, a Vietnamese student from Los Angeles, with a time of 22.95 seconds. Since 2003, the winner of a competition is determined by taking the average time of the middle three of five attempts. However, the single best time of all tries is also recorded. The World Cube Association maintains a history of world records. In 2004, the WCA made it mandatory to use a special timing device called a Stackmat timer. In addition to the main 3x3x3 event, the WCA also holds events where the cube is solved in different ways:

  • Blindfolded solving
  • Multiple Blindfolded solving, or “multi-blind”, in which the contestant solves any number of cubes blindfolded in a row
  • Solving the cube using a single hand
  • Solving the cube with one’s feet
  • Solving the cube in the fewest possible moves

In Blindfolded Solving, the contestant first studies the scrambled cube (i.e., looking at it normally with no blindfold), and is then blindfolded before beginning to turn the cube’s faces. Their recorded time for this event includes both the time spent memorizing the cube and the time spent manipulating it. In Multiple Blindfolded, all of the cubes are memorised, and then all of the cubes are solved once blindfolded; thus, the main challenge is memorising many – often ten or more – separate cubes.

The event is scored not by time but by the number of points achieved after the one hour time limit has elapsed. The number of points achieved is equal to the number of cubes solved correctly, minus the number of cubes unsolved after the end of the attempt, where a greater number of points is better. If multiple competitors achieve the same number of points, rankings are assessed based on the total time of the attempt, with a shorter time being better. In Fewest Moves solving, the contestant is given one hour to find a solution and must write it down.

Records

Competition records

  • Single time: The world record time for solving a 3×3×3 Rubik’s Cube Online is 3.47 seconds, held by Du Yusheng (杜宇生) of China, on 24 November 2018 at Wuhu Open 2018.
  • Average time: The world record average of the middle three of five solve times (which excludes the fastest and slowest) is 5.53 seconds, set by Feliks Zemdegs of Australia at Odd Day at Sydney 2019.
  • One-handed solving: The world record fastest one-handed solve is 6.82 seconds, set by Max Park of the United States on 12 October 2019 at Bay Area Speedcubin’ 20 2019. The world record fastest average of five one-handed solves is 9.42 seconds, also set by Max Park at Berkeley Summer 2018.
  • Feet solving: The world record fastest Rubik’s Cube Online solve with one’s feet is 15.56 seconds, set by Mohammed Aiman Koli of India on 27 December 2019 at VJTI Mumbai Cube Open 2019. The world record average of five feet solves is 19.90 seconds, set by Lim Hung (林弘) of Malaysia on 21 December 2019 at Medan 10th Anniversary 2019.
  • Blindfold solving: The world record fastest Rubik’s Cube Online solve blindfolded is 15.50 seconds (including memorization), set by Max Hilliard of the United States on 1 August 2019 at CubingUSA Nationals 2019. The world record mean of three for blindfold solving is 18.18 seconds, set by Jeff Park of the United States on 14 December at OU Winter 2019.
  • Multiple blindfold solving: The world record for multiple Rubik’s Cube Online solving blindfolded is 59 out of 60 cubes, set by Graham Siggins of the United States on 9 November 2019 at OSU Blind Weekend 2019. Siggins inspected 60 cubes, donned a blindfold, and solved successfully 59 of them, all under the time limit of one hour.
  • Fewest moves solving: The world record of fewest moves to solve a cube, given one hour to determine one’s solution, is 16 which was achieved by Sebastiano Tronto of Italy on 15 June 2019 at FMC 2019. The world record mean of three for the fewest moves challenge (with different scrambles) is 22.00, also set by Sebastiano Tronto of Italy on 15 June 2019 at FMC 2019.

Other records

  • Non-human solving: The fastest non-human Rubik’s Cube Online solve was performed by Rubik’s Contraption, a robot made by Ben Katz and Jared Di Carlo. A YouTube video shows a 0.38-second solving time using a Nucleo with the min2phase algorithm.
  • Highest order physical n×n×n cube solving: Jeremy Smith solved a 17x17x17 in 45 minutes and 59.40 seconds.
  • Group solving (12 minutes): The record for most people solving a Rubik’s Cube Online at once in twelve minutes is 134, set on 17 March 2010 by schoolboys from Dr Challoner’s Grammar School, Amersham, England, breaking the previous Guinness World Record of 96 people at once.
  • Group solving (30 minutes): On 21 November 2012, at the O2 Arena in London, 1414 people, mainly students from schools across London, solved Rubik’s Cube Online in under 30 minutes, breaking the previous Guinness World Record of 937. The event was hosted by Depaul UK.
On 4 November 2012, 3248 people, mainly students of the College of Engineering Pune, successfully solved Rubik’s Cube Online in 30 minutes on college ground. The successful attempt is recorded in the Limca Book of Records. The college will submit the relevant data, witness statements and video of the event to Guinness authorities.

Variations

Variations of Rubik’s Cubes. Top row: V-Cube 7, Professor’s Cube, V-Cube 6. Bottom row: Rubik’s Revenge, original Rubik’s Cube Online, Pocket Cube. Clicking on a cube in the picture will redirect to the respective cube’s page. (Note:scrambled states)

There are different variations of Rubik’s Cubes with up to thirty-three layers: the 2×2×2 (Pocket/Mini Cube), the standard 3×3×3 cube, the 4×4×4 (Rubik’s Revenge/Master Cube), and the 5×5×5 (Professor’s Cube) being the most well known.

As of 1981, the official Rubik’s Brand has licensed twisty puzzle cubes only up to the 5×5×5. The 17×17×17 “Over The Top” cube (available late 2011) was until December 2017 the largest (and most expensive, costing more than two thousand dollars) commercially sold cube. A mass-produced 17×17×17 was later introduced by the Chinese manufacturer YuXin. A working design for a 22×22×22 cube exists and was demonstrated in January 2016, and a 33×33×33 in December 2017.

Chinese manufacturer ShengShou has been producing cubes in all sizes from 2×2×2 to 15×15×15 (as of May 2020), and have also come out with a 17×17×17. Non-licensed physical cubes as large as 17×17×17 based on the V-Cube patents are commercially available to the mass-market; these represent about the limit of practicality for the purpose of “speed-solving” competitively (as the cubes become increasingly ungainly and solve-times increase quadratically).

There are many variations of the original cube, some of which are made by Rubik. The mechanical products include Rubik’s Magic, 360, and Twist. Also, electronics like Rubik’s Revolution and Slide, were also inspired by the original. One of the newest 3×3×3 Cube variants is Rubik’s TouchCube. Sliding a finger across its faces causes its patterns of coloured lights to rotate the same way they would on a mechanical cube. The TouchCube also has buttons for hints and self-solving, and it includes a charging stand.

The TouchCube was introduced at the American International Toy Fair in New York on 15 February 2009. The Cube has inspired an entire category of similar puzzles, commonly referred to as twisty puzzles, which includes the cubes of different sizes mentioned above as well as various other geometric shapes. Some such shapes include the tetrahedron (Pyraminx), the octahedron (Skewb Diamond), the dodecahedron (Megaminx), and the icosahedron (Dogic).

There are also puzzles that change shape such as Rubik’s Snake and the Square One. In 2011, Guinness World Records awarded the “largest order Rubiks magic cube” to a 17×17×17 cube, made by Oskar van Deventer. On 2 December 2017, Grégoire Pfennig announced that he had broken this record, with a 33×33×33 cube, and that his claim had been submitted to Guinness for verification. On 8 April 2018, Grégoire Pfennig announced another world record, the 2x2x50 cube.

Whether this is a replacement for the 33x33x33 record, or an additional record, remains to be seen. Puzzles have been built resembling Rubik’s Cube Online, or based on its inner workings. For example, a cuboid is a puzzle based on Rubik’s Cube Online, but with different functional dimensions, such as 2×2×4, 2×3×4, and 3×3×5. Many cuboids are based on 4×4×4 or 5×5×5 mechanisms, via building plastic extensions or by directly modifying the mechanism itself. Some custom puzzles are not derived from any existing mechanism, such as the Gigaminx v1.5-v2, Bevel Cube, SuperX, Toru, Rua, and 1×2×3.

These puzzles usually have a set of masters 3D printed, which then are copied using moulding and casting techniques to create the final puzzle. Other Rubik’s Cube Online modifications include cubes that have been extended or truncated to form a new shape. An example of this is the Trabjer’s Octahedron, which can be built by truncating and extending portions of a regular 3×3×3. Most shape mods can be adapted to higher-order cubes. In the case of Tony Fisher’s Rhombic Dodecahedron, there are 3×3×3, 4×4×4, 5×5×5, and 6×6×6 versions of the puzzle.

Rubik’s Cube software

Puzzles, like Rubik’s Cube, can be simulated by computer software, which provides functions such as recording of player metrics, storing scrambled Cube positions, conducting online competitions, analysing of move sequences, and converting between different move notations. Software can also simulate very large puzzles that are impractical to build, such as 100×100×100 and 1,000×1,000×1,000 cubes, as well as virtual puzzles that cannot be physically built, such as 4- and 5-dimensional analogues of the cube.

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Rubik’s Cube Online Tips & Tricks

Rubik’s Cube Solutions

 

Move notation

Many 3×3×3 Rubik’s Cube enthusiasts use a notation developed by David Singmaster to denote a sequence of moves, referred to as “Singmaster notation”. Its relative nature allows algorithms to be written in such a way that they can be applied regardless of which side is designated the top or how the colours are organised on a particular cube.

  • F (Front): the side currently facing the solver
  • B (Back): the side opposite the front
  • U (Up): the side above or on top of the front side
  • D (Down): the side opposite the top, underneath the Cube
  • L (Left): the side directly to the left of the front
  • R (Right): the side directly to the right of the front
  • ƒ (Front two layers): the side facing the solver and the corresponding middle layer
  • b (Back two layers): the side opposite the front and the corresponding middle layer
  • u (Up two layers): the top side and the corresponding middle layer
  • d (Down two layers): the bottom layer and the corresponding middle layer
  • l (Left two layers): the side to the left of the front and the corresponding middle layer
  • r (Right two layers): the side to the right of the front and the corresponding middle layer
  • x (rotate): rotate the entire Cube on R
  • y (rotate): rotate the entire Cube on U
  • z (rotate): rotate the entire Cube on F

When a prime symbol ( ′ ) follows a letter, it denotes an anticlockwise face turn; while a letter without a prime symbol denotes a clockwise turn. These directions are as one is looking at the specified face. A letter followed by a 2 (occasionally a superscript 2) denotes two turns, or a 180-degree turn. R is right side clockwise, but R′ is right side anticlockwise. The letters x, y, and z are used to indicate that the entire Cube should be turned about one of its axes, corresponding to R, U, and F turns respectively. When x, y, or z are primed, it is an indication that the cube must be rotated in the opposite direction. When they are squared, the cube must be rotated 180 degrees.

The most common deviation from Singmaster notation, and in fact the current official standard, is to use “w”, for “wide”, instead of lowercase letters to represent moves of two layers; thus, a move of Rw is equivalent to one of r.

For methods using middle-layer turns (particularly corners-first methods), there is a generally accepted “MES” extension to the notation where letters M, E, and S denote middle layer turns. It was used e.g. in Marc Waterman’s Algorithm.

  • M (Middle): the layer between L and R, turn direction as L (top-down)
  • E (Equator): the layer between U and D, turn direction as D (left-right)
  • S (Standing): the layer between F and B, turn direction as F

The 4×4×4 and larger cubes use an extended notation to refer to the additional middle layers. Generally speaking, uppercase letters (F B U D L R) refer to the outermost portions of the cube (called faces). Lowercase letters (f b u d l r) refer to the inner portions of the cube (called slices). An asterisk (L*), a number in front of it (2L), or two layers in parentheses (Ll), means to turn the two layers at the same time (both the inner and the outer left faces) For example: (Rr)’ l2 f‘ means to turn the two rightmost layers anticlockwise, then the left inner layer twice, and then the inner front layer anticlockwise. By extension, for cubes of 6×6×6 and larger, moves of three layers are notated by the number 3, for example, 3L.

An alternative notation, Wolstenholme notation, is designed to make memorising sequences of moves easier for novices. This notation uses the same letters for faces except it replaces U with T (top), so that all are consonants. The key difference is the use of the vowels O, A, and I for clockwise, anticlockwise, and twice (180-degree) turns, which results in word-like sequences such as LOTA RATO LATA ROTI (equivalent to LU′R′UL′U′RU2 in Singmaster notation).

Addition of a C implies rotation of the entire cube, so ROC is the clockwise rotation of the cube around its right face. Middle layer moves are denoted by adding an M to corresponding face move, so RIM means a 180-degree turn of the middle layer adjacent to the R face.

Another notation appeared in the 1981 book The Simple Solution to Rubik’s Cube Online. Singmaster notation was not widely known at the time of publication. The faces were named Top (T), Bottom (B), Left (L), Right (R), Front (F), and Posterior (P), with + for clockwise, – for anticlockwise, and 2 for 180-degree turns.

Another notation appeared in the 1982 “The Ideal Solution” book for Rubik’s Revenge. Horizontal planes were noted as tables, with table 1 or T1 starting at the top. Vertical front to back planes were noted as books, with book 1 or B1 starting from the left. Vertical left to right planes were noted as windows, with window 1 or W1 starting at the front. Using the front face as a reference view, table moves were left or right, book moves were up or down, and window moves were clockwise or anticlockwise.

Optimal solutions

Although there are a significant number of possible permutations for Rubik’s Cube, a number of solutions have been developed which allow solving the cube in well under 100 moves.

Many general solutions for the Cube have been discovered independently. David Singmaster first published his solution in the book Notes on Rubik’s “Magic Cube” in 1981. This solution involves solving the Cube layer by layer, in which one layer (designated the top) is solved first, followed by the middle layer, and then the final and bottom layer. After sufficient practice, solving the Cube layer by layer can be done in under one minute.

Other general solutions include “corners first” methods or combinations of several other methods. In 1982, David Singmaster and Alexander Frey hypothesised that the number of moves needed to solve the Cube, given an ideal algorithm, might be in “the low twenties”.

In 2007, Daniel Kunkle and Gene Cooperman used computer search methods to demonstrate that any 3×3×3 Rubik’s Cube configuration can be solved in 26 moves or fewer. In 2008, Tomas Rokicki lowered that number to 22 moves, and in July 2010, a team of researchers including Rokicki, working with Google, proved the so-called “God’s number” to be 20. This is optimal, since there exist some starting positions which require a minimum of 20 moves to solve. More generally, it has been shown that an n×n×n Rubik’s Cube can be solved optimally in Θ(n2 / log(n)) moves.

Speedcubing methods

A solution commonly used by speedcubers was developed by Jessica Fridrich. This method is called CFOP standing for “cross, F2L, OLL, PLL”. It is similar to the layer-by-layer method but employs the use of a large number of algorithms, especially for orienting and permuting the last layer. The cross is done first, followed by first layer corners and second layer edges simultaneously, with each corner paired up with a second-layer edge piece, thus completing the first two layers (F2L).

This is then followed by orienting the last layer, then permuting the last layer (OLL and PLL respectively). Fridrich’s solution requires learning roughly 120 algorithms but allows the Cube to be solved in only 55 moves on average.

A now well-known method was developed by Lars Petrus. In this method, a 2×2×2 section is solved first, followed by a 2×2×3, and then the incorrect edges are solved using a three-move algorithm, which eliminates the need for a possible 32-move algorithm later. The principle behind this is that in layer-by-layer, one must constantly break and fix the completed layer(s); the 2×2×2 and 2×2×3 sections allow three or two layers (respectively) to be turned without ruining progress. One of the advantages of this method is that it tends to give solutions in fewer moves. For this reason, the method is also popular for fewest move competitions.

The Roux Method, developed by Gilles Roux, is similar to the Petrus method in that it relies on block building rather than layers, but derives from corners-first methods. In Roux, a 3×2×1 block is solved, followed by another 3×2×1 on the opposite side. Next, the corners of the top layer are solved. The cube can then be solved using only moves of the U layer and M slice.

Beginners’ methods

Most beginner solution methods involve solving the cube one layer at a time, using algorithms that preserve what has already been solved. The easiest layer by layer methods require only 3–8 algorithms.

In 1981, thirteen-year-old Patrick Bossert developed a solution for solving the cube, along with a graphical notation, designed to be easily understood by novices. It was subsequently published as You Can Do The Cube and became a best-seller.

In 1997, Denny Dedmore published a solution described using diagrammatic icons representing the moves to be made, instead of the usual notation.

Philip Marshall’s The Ultimate Solution to Rubik’s Cube takes a different approach, averaging only 65 twists yet requiring the memorisation of only two algorithms. The cross is solved first, followed by the remaining edges, then five corners, and finally the last three corners.

Rubik’s Cube solver program

The most move optimal online Rubik’s Cube solver programs use Herbert Kociemba’s Two-Phase Algorithm which can typically determine a solution of 20 moves or fewer. The user has to set the colour configuration of the scrambled cube, and the program returns the steps required to solve it.

Rubik’s Cube Online Image

Rubik’s Cube Online Walkthrough Video

About Rubik’s Cube Online

Screen Orientation Portrait, Landscape
Controls Mouse for Desktop / Touchscreen for Mobile
Developer Boris Šehovac
Publisher CodePen
Designer Boris Šehovac
Platform Web browser (desktop and mobile) IOS, Android
Release Date March 3, 2019
Genre Combination puzzle
Engine Html5
Mode Singleplayer
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