Twistwright

3×3 · CFOP
scrambleClick a move, drag the slider, or use ← → to step. Press P to auto-step. The cube shows the state after the highlighted move.
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Hold space, release to start. Tap the time on touch screens.Tap the time to start. Tap again to stop.
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times: solve
Scramble
White up, green front. The same seed always gives the same scramble.

Guided solve

Scramble with white up and green in front, as shown in the player above. Press Plan. Each step shows the cube at that point; click a move to step through it.

No plan yet. Scramble, then press Plan. The plan uses optimal cross, short pair inserts, and the two-look OLL/PLL algorithms from the Reference tab.

Cross tuning

The cube on the left shows the full scramble. Plan the cross in your head, then check against every optimal solution. Use the Bottom view to inspect the cross directly.

Optimal length: —

Check my plan

Type the moves you would use. The checker applies them to the scramble and tells you if the cross is solved, how many moves you used, and the gap to optimal.

What to look for

F2L

The current scramble is solved through the cross for you. The dashed moves in the player show that part. Solve F2L, then compare with the pair plan. The app finds short inserts for each pair. They often differ from the textbook algorithm. Both are correct, so learn why each one works.

Two-look OLL and PLL

Select cases, then train. The button under each case changes its status: unlearned → learning → finished. Click a case to open its details. Shift-click a case to add it to training or remove it.

Press Next case to start a drill. The cube shows the case, and the setup moves show in the player for a real cube. Your scramble is kept. Press Back to scramble to return to it.

Cases

unlearnedlearningfinished

Per-case times

Algorithm lab: why it works

Paste any algorithm, or pick one. The lab shows which pieces it moves and which it leaves alone. It shows where each moved piece goes, and how many repeats bring the cube back. It also finds the triggers inside it. Step through it on the cube. Stickers that end where they started fade.

Build your own: commutators and conjugates

A commutator [A, B] = A B A' B' only moves pieces that both A and B touch. Choose A and B so that they overlap on one piece and you get a pure 3-cycle or twist. A conjugate [S: X] = S X S' does X in a different place: S moves the pieces you want into X's path, and S' brings them back.

Concepts

CFOP reference

Tap a case to open its details: algorithm, how to recognise it, and how it works. Scrambles are white up, green front; cases are shown yellow up.

Reference

Click any case to open it: large picture, recognition, breakdown, and buttons to set it on the cube or open it in the Lab. Algorithms follow jperm.net's two-look sets.

Two-look OLL

Look 1: orient the edges. Only the edge stickers matter, so the corners are shown grey. Look 2: orient the corners.

1. Edges

2. Corners

Two-look PLL

Look 1: permute the corners; these pictures show corner arrows only, since the edges are fixed in look 2. Look 2: permute the edges. A two-headed arrow is a swap.

1. Corners

2. Edges

Full PLL (21)

For later. The app checks that each one moves only the top layer.

F2L (41 cases, front-right slot)

Notation

Face turns: U R F D L B clockwise when you look at that face. ' is counter-clockwise. 2 is a half turn. Lower-case r u f turn two layers. M E S are the middle slices (M follows L, E follows D, S follows F). x y z rotate the whole cube like R, U, F.

Scrambles are applied with white up and green in front, the WCA rule. Solving plans start with one rotation (z2 for a white cross) and then contain only face turns: hold the cube still, cross colour down, and turn faces.