You solve on a real smart cube, the app follows every move live. Below are all tabs of the app
and, at the end, the most important terms.
The bar at the bottom shows the four tabs you need with the cube in your hand. All others sit
behind Menu ▴ at the far right – tap it and they unfold above.
You sign in with your e-mail address and receive a sign-in link (valid for 24 hours, usable once). If the link
opens where you requested it, you are signed in at once. If it opens in a different browser, the page asks
whether you want to sign in here — or you type the six-digit code from the
same mail into the app (“Code from the mail”).
After that you stay signed in as long as you use the app (one year from the last use). On the phone it is
worth installing the trainer as an app: in the Chrome menu “Install app” or “Add to home screen”.
Browser: Chrome or Edge on Android, Windows or Mac. On the iPhone no browser can connect
Bluetooth cubes at the moment.
Connecting the cube
At the top: Connect, Simulator and the help (?).
Switch Bluetooth on at the phone or PC and turn the cube briefly so it wakes up.
Tap Connect at the top and choose the device GAN….
The very first time the app asks for the MAC address of the cube (see below).
Without a cube everything works with the Simulator too: keys below the 3D cube, or the
keyboard on a PC (U R F D L B, with Shift counter-clockwise).
Which cubes work
Since 0.20 the app connects more than GAN. Connect lists every known smart cube in the device
chooser; which protocol the cube speaks, the app finds out itself:
GAN – all generations (GAN 356 i, 12 ui, 14, 16 ui …), with orientation sensor.
MoYu – WeiLong AI (V10, V11), AI 2023, MHC series; the WeiLong AI cubes have an orientation sensor.
QiYi AI Smart Cube and XMD Tornado V4 – no orientation sensor, the picture stands still.
GoCube and Rubik’s Connected, Giiker – no orientation sensor.
GAN, MoYu and QiYi encrypt their data with the Bluetooth address (see below); for QiYi and MoYu the app first
tries to derive it from the name and asks only then. Without an orientation sensor the 3D picture does not
follow your hand – everything else (coach, practice, timer) works the same.
The MAC address
Enter it once, afterwards it applies on all devices.
GAN encrypts the cube data with the Bluetooth address of the cube, and browsers do not reveal this address.
So you enter it once. The app shows you where to find it (chrome://bluetooth-internals/#devices
in a new tab → “Start Scan” → column “Address”) and already knows the last two digits from the name of the
cube. The address is stored in your account; you can see and delete it under More → Cube &
connection.
When the picture does not match the cube
On connecting, the app takes over the state the cube itself knows. If it was off or was turned without a
connection, the picture is wrong. Then solve the cube by hand and tap ✓ Solved at the top
(twice, to be safe). If a move got lost on the way, the app notices it itself and reconciles.
Holding: You solve with white at the bottom, yellow on top. Which
colour faces you, you set under More → Holding (default: green). The app shows all moves in this
holding.
Solve – the timer
Turn the scramble move by move, the arrow shows the next one.
Tap New scramble. The app computes a scramble from your current state – you do
not have to solve the cube first.
Turn the scramble. If you turn wrong, the app shows the way back (“Off track – undo with …”) or recomputes
the rest of the sequence.
Then the inspection begins: 15 seconds to look, as in competition (sounds at 8 and 12
seconds). The first move starts the time.
Solve. When the cube is solved, the time stops by itself.
Inspection: look, the first move starts the time.
The result shows time, moves (HTM), turns per second and a split into the phases cross, four pairs, OLL and
PLL – each with its recognition time and the shortest way for exactly that step. Below you can assign
+2 or DNF or delete the solve.
The inspection can be set to unlimited under More → Timer. With Solve without
scramble you solve a cube you scrambled yourself. Cancel ends a running time without
saving.
Sharing a solve
In the result (and in the stats for every old solve) there is 🔗 Share: the app stores the
solve on the server and gives you a link. Whoever has it sees time, phases with recognised cases and the replay
– without an account. Your e-mail address is not shown, only your display name if you set one.
Revoke sharing deletes the page again.
The result also shows, per phase, the recognition time, the turns per second (TPS) and the recognised case
(pair, OLL, PLL); the longest pause of the solve stands at the top as a chip. The recognised cases count
towards the case statistics, just like attempts under Practice.
Timer mat
Under Solve → Timer mat you connect a mat; it then measures the time as in competition: hands on,
lifting starts, hands on stops. With a smart cube the mat's time counts, but the cube still has to be solved
(otherwise DNF). Without a cube you get the scramble as text and the solve is saved with the time alone – no
moves, no phases.
GAN Smart Timer and Halo – over Bluetooth, like the cube. StackmatLink (the open bridge for
cable timers) reports the same way.
Cable timers (Speed Stacks StackMat, QiYi, YJ and others) – with the jack cable from the timer
into the headset or microphone socket (on a phone usually via a USB-C adapter). The app asks for the
microphone once and reads the mat's signal; nothing is recorded or stored. If no time appears after five
seconds, check the cable and the timer's volume – some timers only send with the volume up.
Coach – the next step
The coach recognises the state, shows holding, grip and arrow.
The coach accompanies you while solving a whole cube. It recognises where you are and shows
the next step: how to hold the cube, which grip you need, and with an arrow on the 3D cube the next move. It
follows every move (“✓ On track”), reports a slip with the way back and recomputes when you take your own
way.
The bar with the steps shows the whole way; the current step is highlighted. Next to it stands a small
goal picture: this is how the cube looks when this step is done – only the pieces that
matter are coloured. The whole way ▸ shows all steps as a sequence of pictures, eight for the
simple way, four for CFOP. With 🔀 Scramble … you start at any of these steps, including the
last three (yellow cross, top edges, corners placed).
In the coach the picture does not move with your hand. It calmly shows the holding
in which you should hold the cube (e.g. “red in front, yellow on top”). When a different holding is due, it
visibly turns over – so you rotate the cube in your hand along with it.
Simple way – the layer-by-layer method in eight steps, from the daisy to twisting corners.
CFOP – cross, F2L pairs, OLL and PLL, each with the shortest suggestion. Below you choose
2-look or the full OLL/PLL.
The coach only accompanies. Understanding, looking up and recognising the cases live under Learn,
measuring under Practice.
Recognition on the cube (Learn → OLL or PLL → Recognise → With the cube)
What to practise? Choose the set (full or 2-look). Under Choose cases
you take whole groups or single cases – each with picture, name and group. Nothing chosen means: all.
Start: the coach scrambles one of the cases onto your cube. Follow the arrows. If the cube
already shows a case from your selection, the app says so – with Without scrambling it goes
straight on to the question which one it is.
Which case is this? The groups are folded; under each stands how to recognise it. Open the
right one and tap the case. Wrong? The app says what the chosen case would look like – compare with your
cube and try again. Reveal gives it away.
Then the coach guides you move by move through the algorithm, with its building blocks.
Whether you recognised the case at first sight goes onto its flash card:
recognised moves it one box further, otherwise back to the first.
Scrambling from a starting point – here “Cross done”.
🔀 Scramble … brings the cube into a practice state on purpose: fully
scrambled, or with cross, F2L or OLL already done (for the “simple way” the stages of the guide). So you
practise exactly the part you want to learn. ✓ Solve for me shows the shortest way from the
current state back to a solved cube – good for starting again quickly, but not a learning path. With a
scrambled cube in your hand the same way is also under Solve as 🧩 Solve for me, in
the row of buttons below the scramble – together with 🎓 Getting started (the lessons for
beginners; it carries a dot as long as you have not begun one) and ⏱ Timer mat.
Practice – timing single steps
While the coach accompanies a whole cube, here you practise one step over and over: you get a
task, solve it, and the app compares your solution with the shortest. At the top you choose what to practise –
cross, F2L pair, XCross, OLL/PLL or the finger tricks:
Start scrambles a task onto your cube. Without scrambling
takes the cube as it is: the cross that is still open, the pair with the shortest way, or the OLL/PLL case the
app recognises at the top (“The cube shows: …”). So you keep practising without scrambling first – after a
timed solve, for instance, or when you built a case yourself. The optimum is then measured on the cube and
stands in the task. If nothing is open (cross already done, no case from your selection), the button stays
grey.
Cross
Bring the four edges of the cross colour (default: white) into place, matching the centres of the sides.
This is the first step of CFOP and the step where planning ahead pays most: good solvers look at the whole
cross during inspection and then turn it without looking. Levels 1 to 8 – eight moves are enough for any
cross. Start low and plan the whole way before you make the first move. Which colour the cross has,
you set under More → Cross colours.
F2L pair
The cross is done. A pair consists of a corner of the bottom layer and the edge that belongs
above it in the middle layer. The task names the pair by its two side colours, e.g. “pair green-orange” – this
exact one is meant, another pair does not finish the task. Corner and edge are first brought together on top
and then inserted together; the cross must stand again at the end. Levels 3 to 8. The first 💡
Hint names the F2L case the pair shows (picture, number, group), the second
the next move. Coming via Practise this case from Learn → F2L → Cases, only this case comes,
in changing slots.
XCross
Solve the cross and one pair in one go – which pair is up to you. On a whole cube this saves a
complete step, but it asks you to track five pieces instead of four during inspection. An exercise for later:
only once the cross works reliably at level 6 to 7. Levels 3 to 9.
OLL/PLL
The last layer. The first two layers are done, on top lies a case which you should recognise
and solve with its algorithm. The case comes with the top layer turned – aligning it
(U, U' or U2) before the algorithm
is part of the task. The algorithms are under Learn → Cases.
The sets: OLL, PLL, 2-look
OLL (57) – make the top face all yellow in one step.
PLL (21) – then swap the pieces of the top layer into place in one step.
2-look OLL – the same in two small steps: first the yellow cross (edges), then the yellow
corners. 10 algorithms instead of 57.
2-look PLL – first the corners into place, then the edges. 6 algorithms instead of 21.
The usual way: start with 2-look, then learn the full PLL, finally the full OLL. With the
groups below you practise only a part of a set (e.g. only the T shapes). With
only cases not learned yet only cases come that you have not marked as learned under Learn
→ Cases. Weak and slow cases come up more often by themselves.
Coming via Practise this case from a case under Learn → Cases, only this one case
comes – the top then says “Only: …”. With ✕ all cases set and groups apply again. So the hand
learns a new case before it turns up in between in the whole set (How to learn
algorithms). If the case already lies on the cube, the task starts right away – without scrambling.
Level and ladder
The level is the number of moves in which the task can be solved optimally – level 4 means:
there is a way with four moves and none shorter. With Ladder the level rises by itself as
soon as 8 of the last 10 attempts were optimal. “Same case” does not count for that – there you already know
the solution.
How it goes
Tap Start, turn the scramble – then the task is on the cube.
Solve. The time until the first move counts as recognition, after that as execution.
Stuck? 💡 Hint shows the next good move.
Messed up? ↺ Reset gives you the same task from the start: the app shows the way back to
the beginning, you turn it, then the task is there again. Cancel ends the task. In both
cases the attempt is not saved.
Turn half turns in one move. The cube reports quarter turns only.
Two quarter turns of the same face count as one move (R2) if you turn them
continuously. If you stop in between, they count separately – R2 L2 B' D (4 moves)
becomes R R L L B' D (6 moves), although the way is the same. The result tells you
where that happened and how long the pause was. How much time may lie between the two quarter turns, you set
under More → Move count (default: 0.15 seconds). The same applies to the moves in the timer.
“Your moves / optimal” and all optimal solutions to tap.
Reading the result
your moves / optimal – green when you hit the shortest way. For OLL/PLL the length of the
algorithm stands on the right.
Recognition – the time from the finished scramble to your first move: that long you
looked and planned. Execution – the time from the first to the last move.
Your solution – underlined in red are the moves that did not bring you closer to the goal.
If nothing is marked, your way was one of the shortest.
Not turned in one go – appears when you turned a half turn with a stop (see above). The
way was right then, only the number is higher.
Optimal solutions – tap and watch move by move on the 3D cube with Next. Often
there are several; take the one that suits your hand best.
Same case gives you exactly the same task once more – good for turning a solution you just
looked at right away.
OLL/PLL: the case is on the cube, now recognise and execute.
For OLL/PLL, 💡 Hint names the case on the first tap (picture, name, group). On the next it
shows the turn of the top layer that puts the case the way the algorithm expects it, and after that its first
move. The groups under the set are folded; ▸ Groups opens them.
Learn – understand, look up, recognise
A path along the solve: Basics · Cross · F2L · OLL · PLL. Every stage has the same three
parts:
Understand – short lessons on the 3D cube, with the cube in your hand.
Cases – the reference: every case with picture, name, group, recognition text and
building blocks; own algorithms, favourite, “learned”, and Find case from the stickers.
Recognise – naming the case: With the cube (a case lies on the cube, you
say which, and are guided through the algorithm) or with flash cards without a cube.
Ground rule: Learn explains, Practice measures, the Coach accompanies. Every case stands
exactly once, under Cases; the hint in Practice and the coach's suggestion point to it.
Understanding the cross (Learn → Cross)
For the cross there are no cases to memorise – every one is different. Three lessons teach what makes a good
cross:
The goal – what a finished cross is: four white edges at the bottom, each with its second
colour at the matching centre. The picture shows only what matters.
Colours – opposite colours and the order of the four side colours around. Knowing them,
the side colour of a white edge tells you where it belongs, without looking for the centre. The app asks
until it is right six times in a row.
Good and bad positions – the app shows a scrambled cube, only the four white edges are
visible. Which one do you insert first? After the tap every edge says how many moves it needs and why: white
up or down is good (at most two moves), white sideways in the top layer costs three. The app computes the
numbers, they are not guessed. Use my cube asks with the cube in your hand.
Relative, not absolute – the four edges only have to be right relative to each
other; one turn of the bottom layer brings the whole cross into place. The app scrambles, you solve the
cross so that only this turn is missing, and see your moves next to the optimum in relation – and what it
would have cost to bring each edge to its centre one by one.
The 41 F2L cases (Learn → F2L → Cases)
An F2L case is where corner and edge of a pair lie – up to a turn of the top layer. That gives
41 cases in six groups: corner on top with white up, right or front (8 cases each, by the position of the
edge), edge in the slot (6), corner in the slot (6), both in the slot (5). The picture shows the cube from the
front right top, the slot is front right; the two pieces of the pair are coloured, everything
else grey. The top row of the left and the back face is folded outwards so that a piece at the back shows both
colours too.
The numbers are this app's own count (by group), not one from the internet. The algorithms are shortest
solutions with R, U and F – R and U alone where that costs at most two moves more –, computed and checked by
the app's solver. If you prefer another one, enter it and make it the favourite. In Practice (F2L pair) the
solver's optimum counts, not the length of the algorithm.
Most pairs are solved without an algorithm once you understand the principle: bring corner and edge together
on top (they form a pair when their shared colour lies side by side), then insert with three moves.
The groups “white right” and “white front” are the school for that; “white up” and “in the slot” are the
cases where an algorithm saves time.
Cases – the reference (Learn → Cases)
All cases with top view, search and “learned”.
All 57 OLL, 21 PLL and the 2-look cases. An algorithm is a fixed sequence of moves that
solves exactly one case and leaves everything else as it was. You learn it not as a row of letters but as a
movement – so first slowly and correctly, then faster (see Holding & finger
tricks).
At the very top you choose what to do: Look up (the list), Find
case or flash cards. In the list you choose the set
(OLL, PLL or 2-look); the search field finds cases by name, group, number or
building block.
Reading the picture
Every picture is the top view of the top layer, the front is at the bottom of the picture.
For OLL only yellow counts: yellow stickers are already oriented, the narrow strips at the edge show where the
yellow of the other pieces faces. For PLL the top is already all yellow; here the colours of the strips at the
edge count: where three equal colours lie side by side the side is done, where they are mixed, pieces are in
the wrong place. Which pieces swap, the name of the case says (“three edges in a cycle”). Turn the top layer
until your cube looks like the picture – then the algorithm fits.
Favourite, own algorithms, learned
Tapping a case opens it. The star ★ marks the favourite – the trainer uses it for comparison
and hint too.
Own algorithm: type it in and add it. The app checks whether it really solves the case and
rejects it otherwise. For many cases there are several good algorithms; take the one that suits your
hand.
Tick learned when you can do the case without looking it up. The trainer then leaves it out
with “only cases not learned yet”.
Under the name stand length, the number of your attempts and your average time from the trainer.
Shape – by what you see on the cube: the groups (T shape, fish, dot …). Under each group
stands how to recognise it. In the opened case it also says what exactly is yellow for this case or where
the headlights are – and how to hold the cube for it.
Building block – by what you turn. Many algorithms consist of short, always identical
pieces: sexy move (R U R' U'),
sledgehammer (R' F R F'), Sune,
F-sexy-F′ and others. A case stands under every building block its algorithm contains – so
you see e.g. all cases with a sledgehammer at a glance.
In the algorithm the building blocks are framed, their name stands below; tapping explains the block. An
algorithm of two building blocks is two grips for head and hand, not thirteen moves – that is why it
is so much easier to learn. You can practise the blocks on their own under Finger tricks → Triggers.
Why is it called that?
OLL = “Orient Last Layer”: turning the last layer so that the top is all yellow.
PLL = “Permute Last Layer”: then swapping the pieces into place (“perm” = permutation).
2-look = in two looks instead of one.
The OLL numbers 1 to 57 are a fixed count that all learning lists use – they say nothing
about the shape.
The OLL groups are named after the shape the yellow forms on top: dot (only the
centre), line, cross, L, T, P, C, W, square, lightning bolt, fish, knight (like the move in chess). In the
list a picture of only the top stands under each group, and what the shape represents – for the fish, e.g.,
the edges in an L as the tail fin and the corner opposite as the head. “Awkward” has no clear shape.
The cross cases have names of their own after the yellow on the sides: H, Pi (π),
headlights (two yellow stickers on one side like the headlights of a car), T, bowtie. Sune is a proper name,
Antisune the Sune backwards.
The PLL letters are names that stuck. The arrows in the picture show where each piece
moves; for T, U and Z they recall the letter, for the others it is just a name.
Find case
You have a case in front of you and do not know which it is? Find case shows the top view to
tap:
OLL: for each piece of the top layer tap where it is yellow – on top or at the edge. Every
piece is yellow in exactly one place, so one tap per piece is enough.
PLL: the top is all yellow. Tap an edge sticker and choose its colour. Four to six stickers
are usually enough.
With every tap fewer cases remain. From which side you look at the cube does not matter. Tapping a hit opens
it in the list. With a connected smart cube the app recognises the case by itself too (Coach, Solve).
Flash cards
The flash cards practise the part of an algorithm that happens in the head: seeing the case and knowing what
to do – without a cube, on the go too. The front shows the picture of the case, turned at random, as it can
lie on the cube. Say the name and the building blocks to yourself, then Flip and rate
honestly:
Knew it – the card moves one box further and comes back after 1, 3, 7, 21 days (in the
last box after six weeks).
Did not know – back to the first box, and once more today.
The cards are divided into stages, in the order in which they are best learned (see below).
Only a few new ones come per day (adjustable: 2, 3 or 5) – more does not stick. The bar shows how many cards
lie in which box: red = box 1, green = box 5. The cards are synced with your account.
How to learn algorithms
The order:
2-look: first yellow cross and yellow corners (10 algorithms), then swapping corners and
edges (6). With that every last layer can be solved.
Remaining PLL (15): few cases, and each one saves a whole algorithm. The G perms last –
they are the hardest to recognise.
OLL group by group: first the cases made of known building blocks (T, P, C, lightning
bolt, fish), then the middle ones, last the awkward and the dot cases. Until then the 2-look way solves
them.
Every day:
Two or three new cases. Open them, look at the building blocks, understand what the algorithm does.
With the hands: Practise this case (in the opened case) – slowly, five times in a row,
until the fingers know the way.
In the head: the flash cards – first the due ones, then the new ones.
In the trainer with the whole set: weak and slow cases come up more often there by themselves.
A case is learned when its card is in the last box and it works in the trainer without a hint – then tick
learned.
Basics – for the start
Short lessons, step by step on the 3D cube. The first seven are under Learn → Basics; the
lessons on F2L, OLL and PLL stand at their stage under Understand.
Structure – which pieces the cube is made of.
Holding – how to hold it so the letters are right.
The six faces – which letter means which face.
Turning – letter, prime and 2, with the cube in your hand.
First sequence – reading and turning R U R' U'.
Rotating the cube – x y z: the whole cube rotates in your hand.
That is not a move, the cube does not report it – the picture shows the new holding.
Middle slice – M E S and the lowercase letters
(r), with the cube in your hand.
F2L: pairs – what a pair and a slot is; taking a pair out and inserting it.
OLL: one colour on top – what OLL and a case is; making, recognising and solving a case.
PLL: swapping pieces – what PLL is, recognising headlights, turning the T perm.
With a connected cube you turn along: the app sees every move and says whether it is right. A wrong move is no
problem – it names the move that takes it back. Without a cube, Show me shows the turn on the
picture. Every task can be skipped.
For M the picture shows something different from your hand: the cube recognises the
middle slice only by the two outer faces turning against it – it reports R and
L'. Afterwards your hand holds the cube tilted, and the picture tilts along.
Finger tricks does not practise solving but turning: single moves, short sequences
(“triggers”) and the first algorithms – as often in a row as it takes until the hand does them by itself.
Watch – the sequence step by step on the 3D cube, with the grip for every move: which
hand, which finger. You go ahead with Next yourself, nothing runs by itself. At the end
Practise now leads to practising.
Practise – with the cube in your hand. Just start turning: the first turn starts the drill
and the time (Start works too). The app follows every move, counts the repetitions and reports a
slip right away with the move that takes it back. After a result, only Again starts the next round.
Without a connected cube (or with one without Bluetooth, or with the simulator – finger
tricks live from the fingers on a real cube) the app measures no time: turn the drill on your cube and tap
Drill done – it then counts as practised, without a time.
The result: the time for all repetitions, turns per second (your pace),
slips (moves that did not belong), the longest pause (where you hesitated longest).
Half turn split means: a U2 or similar came as two quarter turns with a
pause instead of one motion – not a pace problem but the grip: two fingers flick right after each other.
From which pause that counts, you set under More → Move count.
Result – time, turns per second, slips, the place of the longest pause (where the grip
stalls) and half turns you did not turn in one motion. Plus the comparison with your best time.
Start slowly. The goal is not the fastest time but a sequence without a pause –
speed follows by itself. All drills end in the starting state after the last repetition: your cube is as it
was before.
Which finger turns which move is in the next section.
Camera – a cube without Bluetooth
With the camera the app reads an ordinary cube: you capture the faces one after the other, the app recognises
the colours and checks whether the state is possible. Then you get the sequence – to the solved cube or into
the starting position of an exercise.
Capture: hold the face in the frame so that the nine stickers lie in the grid, and mind the
colour that should be on top – it is stated at every step. Even light without reflections helps; red and
orange as well as white and yellow are the hardest to tell apart.
Correct: after every capture you see the recognised colours. Tap a sticker and choose the
right colour. Uncertain stickers are marked.
Check: if something does not fit – a colour too often, a piece twice, a corner twisted –
the app says what and where. Usually it is a wrongly recognised sticker or a face captured rotated.
Five faces are usually enough. With five faces there, the app offers to compute the
sixth. For about every fourth cube this is not unambiguous – then it says so, and you capture the face.
Two pictures instead of six: on the camera page there are two buttons, 2
pictures and 6 pictures. With two you show the camera a corner – three faces at
once – and then the opposite corner. Which: the app names the three colours and shows the coloured dots
where the centres belong (first yellow on top, green bottom left, orange bottom right; then white on top, red
bottom left, blue bottom right). Hold the corner roughly inside the hexagon and tap Capture
– or choose a photo from the gallery (Choose a picture from the gallery, one from the
phone's camera app too). The app finds the cube in the picture itself and lays its grid
over it: seven rings at the corners. If it does not sit exactly on the cube, drag the rings into place with
your finger – the six outside and the corner in the middle at the front; dragging beside the rings moves
the whole grid. Then Read. The distance to the camera does not matter, every face is
computed in perspective from its four corners. After that it goes on as with six pictures: overview,
correct, check; a whole face that is wrong you capture once more on its own, straight on. The search finds
the cube by its coloured pieces – in shadow too, without grooves too, even when it fills the frame; the
grooves only serve for fine alignment. On a phone it takes one or two seconds. If the grid still sits off,
you drag.
Without a camera it works too: type the colours in by hand.
The whole sequence
After scanning you choose a goal: Solved, Cross done, Two layers
done or All yellow on top. The app shows the whole sequence in rows of five. Turn it
on the cube and tap ✓ All turned – then the app knows the new state. Below you can watch the
same sequence move by move on the picture.
Guided move by move
In the coach and in the trainer the app shows the next move, you turn it on the cube and tap
✓ Turned – the app cannot see the moves of this cube. Your own moves you enter with the keys
below the 3D cube.
The pictures stay on your device. Nothing is uploaded and nothing is stored; only the nine colours
are read from each picture.
Holding and finger tricks
You do not get fast by hasty turning but by keeping the hands on the cube. A finger trick is
a turn that a single finger flicks without regripping. Most algorithms are laid out for the right hand (many
R and U) – that applies to left-handers too. What stands here
are the usual grips; if a move works better for you with another finger, that is just as right.
The home grip
Both hands hold the cube at the sides: thumbs in front on the front face, middle
and ring fingers at the back, each in the middle or bottom row. The left hand holds the left face,
the right the right.
The index fingers stay free and rest on top at the back corners – they turn the top
layer.
Hold loosely. Clamping the cube blocks the layers and forces a regrip for every move.
You solve with white at the bottom, yellow on top. Rotate the cube as a whole as little as
possible – every cube rotation costs time and you lose sight of the pieces.
Which finger turns what
Move
How it goes
RR'
Right wrist: the whole right hand tilts up
(R) or down (R'). The fingers stay where they are.
LL'
The same with the left wrist.
U
The right index finger reaches the top layer at the back and pulls it
round to the right.
U'
The left index finger reaches in at the back and pulls round to the left.
U2
Double flick: right index finger, right middle finger right after – one
motion, no stopping. The same with the left hand in the other direction.
F
The right index finger reaches the top of the front layer and pulls its
top edge to the right. Most comfortable when the right hand has just tilted down
(after R').
F'
The right thumb pushes the front layer up at the bottom right. Or the left
index finger pulls its top edge to the left.
DD'
The ring fingers reach the bottom layer at the back:
the left pulls it round to the left (D), the right to the right
(D').
B
Awkward and rare – the hand has to regrip for it. Good algorithms avoid
B.
M'M
Middle slice. M': the left
ring finger reaches the slice at the bottom and pulls it forward. M: the index finger
pulls it forward at the top.
rf
Wide turns: like R or
F, but the hand grabs two layers. The left hand holds only the left layer.
Three grips to practise
The sexy moveR U R' U' – wrist up, right index finger, wrist down,
left index finger. Six times in a row brings the cube back to the starting state: the best dry run there
is.
The sledgehammerR' F R F' – wrist down, right index finger pulls
F, wrist up, left index finger pulls F'.
SuneR U R' U R U2 R' – the first whole algorithm where the right hand
never lets go of the cube.
What really makes you faster
Half turns in one move.R2 is one wrist movement,
U2 a double flick. Stopping after the first quarter turn loses time – and the app
counts two moves instead of one.
No regrips. If an algorithm only works with regripping, there is usually a better one –
under Learn → Cases you can enter your own.
Slow and fluent beats fast and halting. Practise an algorithm so slowly that no pause
arises, and only then get faster.
Look ahead. While the hands execute one step, the eyes already look for the pieces of the
next. That is why the app measures recognition separately.
The cube has to play along. A speedcube forgives imprecise turns (“corner cutting”). If it
sits too tight or too loose it can be adjusted – how, is in the manual of your cube.
Notation – reading the letters
Every letter is a face, seen in your holding:
Symbol
Meaning
U D
Up top, Down bottom
R L
Right, Left
F B
Front, Back
R
quarter turn clockwise – as if you were looking at that face
R'
counter-clockwise (say “R prime”)
R2
half turn, the direction does not matter
r f u
lowercase = wide turn: the face together with the middle slice next to it
M
the middle slice between left and right, direction like L
x y z
rotate the whole cube: x like R,
y like U, z like F
The direction is always seen from the face. L therefore moves down
seen from the front, Rup. The smart cube knows no wide turns and no cube
rotations: it reports r as L and the app keeps track of the
holding.
Stats
Bests, averages, history and trainer efficiency.
Number of solves, best time, ao5, ao12, ao100 and their
bests, the history as a curve, the efficiency in the trainer (how often optimal, how many moves too many) and
the slowest OLL/PLL cases. Every solve can be watched as a replay with a timeline.
If you have solved with more than one cube, choose at the top under Cube which one counts: all, a particular one, or the times without a cube (simulator, not given). Everything below follows the choice, except the list of slowest cases.
ao5 / ao12 / ao100 – the average of the last 5, 12 or 100 solves, with the
best and worst times dropped (one each for ao5). A single outlier does not spoil the value. “Best ao5” is the
best such average you ever had. DNF counts as the worst time; too many of them make the whole average a
DNF.
Trainer: efficiency – optimal is the share of attempts in which
you hit the shortest way, last 20 the same share for the most recent attempts only (so you see
whether it gets better), extra moves how many moves above the optimum you were on average.
Your practice data is synced with your account and available on every device you sign in on. You can also
export it as a file. Delete all deletes solves and trainer data in the account too; own
algorithms are kept.
More – settings
The tab More sits in the Menu ▴ at the bottom right.
Account, sync of the practice data, holding.
Account – name, licence, state of the sync, sign out. On signing out your
practice data is saved to the account first and then removed from the device. Below are the
signed-in devices (at most three, each browser counts on its own); sign out another device
there, e.g. someone else's PC. Signing in on a fourth ends the sign-in unused for the longest.
At the very bottom of the page, in the red Danger zone,
“Delete account …” deletes the account with all data in it; to confirm you enter your e-mail
address. What is deleted and what remains is explained under
Delete account. The
language
card at the top switches between German and English.
Holding – which colour faces you, and whether the 3D cube follows the real
cube (gyroscope; not in the coach). All moves and pictures of the app refer to this holding.
Look of the cube – Automatic shows a plain cube of coloured
plastic and changes into the shape of the GAN 16 (grooves, round centre cap) as soon as one is connected.
Plain and GAN 16 fix that; Stickers shows black pieces with flat colour fields, very
easy to read. This is only the look; nothing changes in the behaviour. The colours of the plastic are
measured from photos of a GAN 16.
Coach – simple way or CFOP, arrow on or off.
Timer – inspection 15 s or unlimited, sounds, screen stays on.
Cross colours for the trainers – with one colour you always practise
the same cross (usually white). With several, the trainer picks one of them at random – so you learn to
build the cross on any colour (“colour neutral”). For the start: one colour.
Move count – how much time may lie between two quarter turns of the same
face so that they count as one move (see Turn half turns in one move), and
how fast the 3D cube draws a move.
Support – a question, bug or wish straight from the app. If you
like, the connection log goes with it (cube, connection steps, errors); the answer comes by e-mail.
Cube & connection – battery, connection log and My
cubes: every smart cube is added by itself when it first connects; “Rename” gives it your own name,
which the bar at the top shows too. Enter cubes without Bluetooth below and choose them under “I solve with”
when timing on the mat. Every time remembers its cube. “Get state from the cube” reconciles the display with
what the cube itself knows.
Set orientation – so the picture follows the cube
Hold the cube as in the picture, tap “Apply”.
The cube reports how it rotates – but not how it lay at the start. On connecting, the app assumes it lies as
in the picture (yellow on top, your front colour facing you), and the picture follows your hand at once. If it
lay differently, the picture turns along skewed – then set it right once: tap ⟲ Set
orientation, hold the cube as in the picture and Apply.
If you prefer to hold the cube differently, turn the picture into your holding with your finger before
applying.
If the cube only fell asleep and still lies as before, the app keeps the orientation after reconnecting by
itself. Otherwise it has to be applied once more.
The orientation cannot be computed from the pieces: they say how the cube is twisted in itself,
not how you hold it.
When the picture drifts over time
The orientation sensor measures how fast the cube rotates and adds that up. Every measuring error adds up
too; a compass that could set it right the cube does not have. So the picture can lie differently from the
cube in your hand over time.
At rest the sensor hardly drifts (measured on the GAN 16: under 1° per minute).
While turning the error arises. What is lost there the app cannot know. Then: hold the cube
as in the picture, ⟲ Set orientation, Apply.
Under More → Holding a compensation for the drift at rest can be switched on. It is experimental
and normally not needed.
Measuring the orientation sensor
Under More → Cube & connection → Orientation sensor the app measures in about three minutes how
well your cube knows its orientation: first 30 seconds at rest, then four movements – moves only, slow
rotation, fast rotation, like solving. After each one you put the cube back exactly where it was and tap to
continue. Best it lies in a corner made of two fixed edges, say two books at a right angle. The result can be
copied.
Terms
Notation (U R F D L B)
The six faces: Up, Down, Right, Left,
Front, Back. A letter alone = quarter turn clockwise (seen from that face),
R' = counter-clockwise, R2 = half turn.
x y z rotate the whole cube.
Scramble
The scramble sequence. The app generates a random state, as in competition.
HTM
Half Turn Metric – every face turn counts as one move, a half turn (R2) too – provided you turn it
continuously. With a stop in between it counts as two moves.
TPS
Turns per second.
Inspection
The time for looking before solving, 15 seconds in competition.
+2 and DNF
Penalties from competition: +2 seconds (e.g. inspection slightly overrun), DNF = did not finish (invalid).
ao5, ao12, ao100
Average of 5/12/100: mean of the last solves without the best and worst (one each for ao5).
Cross
The four edges of the bottom face in place – the first step of almost all methods.
F2L
First two layers. In CFOP in four pairs of corner and edge.
XCross
Cross and the first F2L pair solved together.
OLL
Orientation of the last layer – making the top face one colour. 57 cases.
PLL
Permutation of the last layer – swapping the pieces of the top layer into place. 21 cases
(T perm, Y perm …).
2-look
OLL or PLL in two smaller steps with far fewer algorithms – the usual start.
CFOP
Cross, F2L, OLL, PLL – the most common method for fast solving.
Algorithm
A fixed sequence of moves for a particular case.
Ladder
Automatic level rise in the trainer as soon as 8 of the last 10 attempts were optimal.
Recognition / execution
Recognition = time until the first move (recognising the case), execution = time for the moves.
Frequently asked questions
The Android app says “no Bluetooth”.
The app from the Play Store is a shell around this page and runs in Chrome, because only
Chrome on Android offers Bluetooth to web pages (Samsung Internet and Firefox do not). If Chrome is disabled or
not installed, the shell takes the default browser: learning, camera, simulator and stats keep working, only
“Connect” does not. Fix: Settings → Apps → Chrome → Enable (or install it from the Play Store), then
open the app again. The app shares sign-in and data with Chrome.
The cube does not connect.
Turn the cube (wake it up), check Bluetooth, use Chrome or Edge. Some browsers (e.g. the Samsung browser)
offer Bluetooth but show no device chooser – the app reports that after a few seconds. The cube does not show
up in the Windows Bluetooth menu, by the way; that is as it should be.
The 3D view turns wrong.
Turn F once: with green in front the green face must turn. If the whole state is wrong, solve the cube and
tap ✓ Solved. If only the picture lies differently in space from your cube:
Set orientation.
My times are not there on the other device.
Sign in with the same account – the data comes with the next sync. You see the state under
More → Account; there is also “Sync now”.
The screen goes off.
Switch on “Screen stays on” under More → Timer. In power-saving mode some phones do not allow
that.
Coach and trainer are locked.
They need a valid licence. Free are Solve, Stats, all lessons, the cases, flash cards and finger tricks. A
newly created account has everything free for three days (trial) – under More → Account it says until
when. After that a one-time purchase unlocks the full version for good – in the Android app with the button
Buy full version on the locked page.