魔方術語 (V5)

2021-02-21 魔方根

Cubing Glossary (V5)

老版

2019/01/29 V4

2018/11/14 V3

2018/09/19 V2

2018/07/30 V1

本文包含常用的魔方術語,首字母縮略詞和縮寫詞. 閱讀原文下載文檔. 因為公眾號自身編輯的bug, 部分英文單詞會出現連在一起的情況. 大部分是雙語, 少部分僅有英文. 更新了261個詞彙:

+-Center, 1MSF2L, 2H, 2MSF2L, n-Look,n-Mover, acn, Add letter, ADF, AlgDb, Algset, All Rounder, Anti-Symmetry,Asymmetry, ATM, Audio Memo, BB, Bad Edge, Belt Method, BLDTM, BoN, Boob Cube, Break,Bronze Member, BTM, Budget, Cage, Canonical, CE, CF, Champion, Championship,Clearing, Combo, Color Rotation, Competitor, Connected, Continuous, CPF2L, CPLL,Cross+1, csTimer, CubeRoot, CUF2L, Cutoff, Cycle Break, Cyclic Shift, Daisy, DCTimer,Dedge, Delegate, Diamond Membership, Dino Cube, DIY Cube, Drag, Drill, Dodecahedron,Don, Dot, Double Turns, Eido, Eka, Elite Kilominx, ELS, E/O, EOLL, EPF2L, EPLL,EUF2L, Examinx, Example Solve, F2L-1, F3L, Face-First, FTO (Face-TurningOctahedron), FB, FBDR, FBLP, FC, FCN, Fingertrickable, Fixed Center,First-Timer, Fisher Cube, Float, Float Buffer, FLS, Force Cube, Framecount, Free,FM, FS, FWR, Gigaminx, Grand Slam, Grip Shift, Go Through, Gold Membership, GoodEdge, Grouping, Half Slice-Plane, Hard Regrip, Heise, Hexahedron, Hollow, HomePosition, Home Regrip, Icosahedron, Identity Algorithm, In Place, Intuitive Solving,Inverse Case, Isomorphism, Judge, KarnaukhNotation, Key Sticker, Kilominx. King of All-Rounder, King of Grand Slam, L2L, L5EF,LLEF, LP, Main, Magic, Master Kilominx, Master Magic, Mastermorphix, MBLD, MBLDOld Style, Method Neutral, Misscramble, MF2L, MGLS, Mollerz Memberships, Move, NF2L,Nod Don, Non NxN Cube, Normal, OBL, OBM, Octahedron, Odd piece, OELL, One-Event-MissingMember, OO, OOPS, OP, OPA, Opal Membership, Oparity, Orbit, Order, Orozco,Overwork, Pair, Parity + Twist, Pattern, Pause, Petaminx, Picture Cube, PlatinumMembership, PDR, POLL, Polyhedron, Pparity, Pre-AUF, Prerequisite, Preserve,PPLL, PSF2L, Pseudo Cross, QSTM, Rayminx, Read, Reflectively Substep, Symmetry,Regular Polyhedron, Rhombic Triacontahedron, Rotational Symmetry, Redi Cube, Rescramble,Repetition, Risky, rNISS, Roll, Rubik' Skewb Notation, Rubik's Clock, SB, Scramblingorientation, Selfinverse, Separate, Shapeshifting, Siamese Cube, Sighted Event, SilverMember, Simulator, Simultaneous Move, Slice-Plane, Small Regrip, Soft Regrip, Solver,Speed, Speed-Optimal, SpeedBLD, Split, Spot, SPS, SS, SSE, Stable, Stackmat, State,Super Big Cube, Supercube, TEC, Teraminx, Time Attack, Time Limit, TNoodle, Tredge,Triple DR, Top-First, Truncated Icosahedron, TuRBo, Tuttminx, Twist, UniqueCases, V-First, Virtual Cube, Void Cube, w, Warm Up, Yottaminx, Zettaminx, ZZLL,ZZLS; EMS, RUD, R, U, D, B, F, L, E, M, S, x, y, z.

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+-Center 稜心塊

 

+2 (PlusTwo Seconds) 2

The standard time penalty in WCAcompetitions WCA比賽時的懲罰

 

1-Flip

A Pyraminx advanced method 金字塔高級玩法

 

1-Look 全預判

 

1MSF2L (OneMisslot F2L) 單錯槽F2L

NF2L subset 非標F2L子集

 

2GLL(2-Generator Last Layer) R,U流還原頂層

ZBLL subset where CP is solved

角排列已還原的ZBLL子集

 

2H (Two-Handed) 雙手

 

2MSF2L(Two Misslot F2L) 雙錯槽F2L

NF2L subset 非標F2L子集

 

3-Style (3-Cyclewith Freestyle) 三循環法

An advanced BLD method using 3-cycle, discoveredby Olly Hayden, Hao Cheng in 2004, 2006.

三循環法是採用三循環的盲擰高級法, Olly Hayden, 程浩(網名)分別在2004年, 2006年獨立發現.WCA三盲項目中首批使用三循環法的選手是Leyan Lo, Tyson Mao (毛臺勝), Chris Hardwick, Shelley Chang, 在2005年初.

 

n-Bar (n>1) n-

n connected stickers n個連在一起的貼紙

 

n-Gen (n-Generator) n-

Using only moves with n sides or slices 只轉動n個外層或內層

 

n-Line (n>2) n-

n connected stickers n個連在一起的貼紙

 

NxN N階魔方

NxNxN cube

 

nLLL (n Look Last Layer, n=1,2,3,4) n步頂層(n步驟還原頂層)

Solving the last layer in n steps or'looks'. In CFOP, 4LLL, 3LLL and 2LLL refer to 2 Look OLL+2 look PLL, 2 LookOLL+PLL, and OLL+PLL, respectively. 1LLL solve LL in 1 step.

在CFOP中,分別指2步OLL+2步PLL,2步OLL+PLL,OLL+PLL. 1LLL一步還原頂層.

 

n-Look n步驟

n recognition + nalgorithm n次觀察 + n個公式

 

n-Mover n步轉動

 

A

ABmCnE(All But m Corners, n Edges)

All pieces but m corners and n edges aresolved 所有塊都已還原除了m個角和n個稜

 

acn

The website ofalg/reconstruction viewing and sharing 公式/復盤演示和分享網站

https://alg.cubing.net/

 

Add letter 加編碼消翻色

Use in BLD to cancel into twist 用於三盲, 加編碼消翻色

 

ADF (AdjustD Face) D調整底層

 

Adj (Adjacent)鄰(相鄰的)

 

AdvancedMethod 高級方法

 

AfR(African Record/Rank) 非洲紀錄/排名

 

Alg(Algorithm) 公式

A sequence of moves designed to achievea particular outcome on a puzzle

讓魔方到達特定狀態的轉動序列

 

AlgDb

The website of algorithm database 公式資料庫網站

http://algdb.net/

 

Algset 公式集

 

Align 對齊

 

AlternativeAlgorithm 備選公式

 

All-Rounder全能選手

See also"Bronze Member".

 

Anti-Symmetry反對稱

A cube iscalled antisymmetric to a given symmetry S, if S transforms the cube into itsinverse. Applying S together with the inversion operator T then gives theoriginal cube again.

m (A) = A'. A的鏡像=A的逆.

 

Anti-Twist防轉角

 

AoX(Average of X) X次去尾平均

In an AoX, the best and worst times inan average are placed in brackets. Example: (5.43) 4.32 3.21 2.10 (1.00). 用圓括號將最好和最壞的時間括起來. 例如:(5.43) 4.32 3.21 2.10 (1.00).

 

AS(Anti-Sune) 反小魚

The inverse of the Sune algorithm whichre-orients 3 corners CCW

小魚的逆公式,還原三個需要逆時針翻轉的角塊的色向

 

AsR(Asian Record/Rank) 亞洲紀錄/排名

 

Assemble 組裝

 

Asymmetry 非對稱

Non-symmetry

 

ATM (Axial Turn Metric) 軸轉動度量制

A metric for3x3 where any movement within the same axis counts as a single move. Thisincludes quarter turns, half turns, slice turns, and antislice turns.

 

AudioMemo 讀碼記憶

TS BU PI RN = "tuss boo pierin"

 

AUF(Adjust U Face) U調整頂層, 對齊

This is a move generally performedbefore or after an algorithm to align the U face to a desired position. Itcould either be U, U', or U2. 是在做還原公式前或後的調整.可以是U,U'或U2.

 

Avg(Average, ) 去尾平均

The average result of counting solves 計入成績的平均值

 

Axes 軸(複數)

A plural of axis

 

Axis

 

B

B (Back)

A face move 一種面轉動

 

BackSlash反斜槓

 

Bad Edge壞稜

Misoriented edge錯向稜

 

Bandagedpuzzle捆綁魔方

A twisty puzzle that has cubies thathave been combined together, generally restricting certain moves that wouldhave previously been possible had said puzzle not been bandaged. An example ofa bandaged puzzle is a Rubik's cube with an edge bandaged with a corner.

 

Bar

2 connected stickers 2連格

 

BB(Blockbuilding) 磚構築

Inuitively solving blocks of piecesaround the cube, in contrast to algorithmic speedcubing approaches

憑直覺還原整團的塊,與公式化的速擰方法作對比

 

BeginnerMethod 入門玩法

Method designed for beginners, which hasfew algorithms but many steps

為初學者設計的方法,公式少但步驟多

 

BellMethod 貝爾法

A Pyraminx advanced method 金字塔高級玩法

 

Belt Method 腰帶法

Solve E-slice; Separate the remainingpieces into their respective layers; Orient the U and D layer pieces (needCorner Orientation Parity and Edge Orientation Parity); Permute U and D layerpieces; PLL Parity- M2 U2 M2

 

Big Cube 高階魔方

NxNxN cube (N>3) 三階以上的正階魔方

 

BlankCube 裸方

Cube without sticker 未上貼紙的魔方

 

BLD(Blindfolded) 盲擰

Solving cubes blindfolded 閉上眼睛還原魔方

 

BLDTM (Blindfolded QuarterTurn Metric) 盲擰轉動度量制

A quasi-STM where UD, UD' counts as 1turn, U2, U2D, U2D', U2D2 counts as 2 turn UD, etc.

UD'計數為1, U2, U2D, U2D', U2D2計數為2等的準中層轉動度量制

 

Blindfold眼罩

 

Blindfolded Solving 盲解

See also "BLD".

 

Blindsolving盲解

See also "BLD".

 

BLE(Brooks' Last Edge) 布魯克斯末稜 [27]

Inserting an edge into last F2L slot andorient LL corners 插入LS稜並完成頂角色向

 

Block

 

BlockbuildingCross 磚構築十字

 

BoN(Best of N) N次取最好

 

Boob Cube 笨蛋魔方

1x1x2 cuboid 1x1x2矩體魔方

 

BOY(Blue-Orange-Yellow)

Western Color Scheme 西方配色

 

BTM (BlockTurn Metric) 磚度量制

A metric where any group of contiguousslices moving the same way is counted as one move

任意平行多層的轉動計數為1的度量制

 

Break 破壞

 

Bronze Member 青銅會員

Seealso "Mollerz Memberships".

 

Budget Cube 廉價魔方

 

Buffer 緩衝塊

Some fixed sticker used in BLD 盲擰中某個固定貼紙

 

Bumpless 少卡挫的

 

BYO(Blue-Yellow-Orange)

Japanese Color Scheme 日本配色

 

C

CageMethod 籠法

Used in superbig cube 用於超高階

 

CancelMoves 消步

 

Canonical正則的

 

Cap 蓋子

 

Case 情況

Position (up to isomorphism), equivalenceclass 同構下的狀態, 等價類

 

CCW(Counterclockwise) 逆時針

 

CE (Cube Explorer)魔方探測器

A cube solvingsoftware program for desktop computers 電腦版的三階魔方公式求解器

 

Center 中心塊

The middle piece on each side of 3x3.For big cube, it refers to the pieces with only one color.

三階魔方中心的塊. 對高階魔方,指只含一個顏色的塊.

 

CF (Corner First) 角先

 

CFCE (Cross+F2L+CLL+ELL)

 

CFOP(Cross-F2L-OLL-PLL) (十字前兩層 - 頂層排列 - 頂層色向)

CFOP, the most commonly used speedsolvingmethod for 3x3, was first developed in the early 1980s combining innovations bya number of cubers. Jessica Fridrich popularized it by publishing it online in1997. 最主流的三階魔方速擰方法

 

Champion 冠軍

 

Championship 錦標賽

 

Checker 棋盤

 

Cleaning 清潔

 

Clearing 清理

Used in superbig cube cage method 用於超高階魔方的籠法

 

CLL(Corners of Last Layer)

Solving last layer corners [42] 還原頂層角塊

 

CLS(Corner Last Slot) [104]

CLS solve last F2L corner and CO,assuming EO are solved

CLS是在EO已還原時,還原末組F2L的角和CO

 

CLSCP (CLS+CP)

Solving the last F2L corner and LLcorners, assuming LL edges are oriented

頂層有稜十字的情況下,插入最後一組F2L的角塊的同時還原頂層角塊

 

CMLL(Corners Orientation and Permutation of LL Ignoring M-Slice)

A step in intermediate Roux method

 

CN (ColorNeutrality) 全色 (顏色中立)

The ability to start a puzzle on anycolor 能從任意顏色開始還原魔方的能力

 

CO(Corner Orientation) 翻角(角塊色向)

 

COLL(Corners and Orientation of Last Layer) [42]

Solving last layer corners whilepreserving the last layer edge orientation

在不破壞頂層稜塊色向的情況下,還原頂層角塊

 

Color 顏色

十六進位表示的網頁顏色Web color inhexadecimal format: 白white #FFFFFF; 紅red #EE0000; 綠green #00D800; 藍blue #0000F2; 橙orange #FFA100; 黃yellow #FEFE00; 深灰背景dark grey background #404040; 灰grey #808080; 肉flesh #EEE8AA; 深綠dark green #1E8F57; 淺藍blue #ADD8E6.

For example, consider the color wherethe red/green/blue values are decimal numbers: red=36, green=104, blue=160 (agrayish-blue color). The decimal numbers 36, 104 and 160 are equivalent to thehexadecimal numbers 24, 68 and A0 respectively. The hex triplet is obtained byconcatenating the six hexadecimal digits together, 2468A0 in this example.

 

ColorScheme 配色方案

 

Color Rotation 轉色

Recoloring of the faces 重新給魔方填色

 

Column

 

Combo(Combination) 疊加

 

Comm (Commutator)換位子

[A, B] = A B A' B'. Example: (R' D' R)(U) (R' D R) (U').

 

Comp(Competition) 比賽

 

Competitor選手

 

Conj (Conjugate) 共軛子

A: B = [A: B] = A B A', where A issetup, B is inverse. Example: (R U2 R') (R' F R F') (R U2 R').

 

Connect 連接

 

ContactSurface 接觸面

 

Continuous 連續的

A pattern is called Continuous if twoneighboring faces match along the edge. That is to say, two adjacent edgecubies and corner cubies have the same color on the first face if and only ifthey have the same color on the second face. Continuous patterns are goodcandidates for exceptionally beautiful patterns.

 

Corner 角塊

Pieces with three different colors forNxNxN cubes 含三種顏色的塊

 

CornerCutting 容錯

When cube is not fully aligned, one canstill turn it. There are 2 types: Regular corner cutting and reverse cornercutting. 當魔方沒有對齊時,仍能轉動魔方. 有兩種類型:正容錯和逆容錯.

 

CornerTwists 轉角

The pieces of speedcubes need to moveeasily. Because of this sometimes corners can twist in their place. This canoccur with very rounded corners as well as cubes on very loose tensions. Apuzzle cannot be solved when a single corner twists in its place. It must becorrected before the solve can be finished.

 

CountingSolves 計入成績

A set of consecutive solves excludingbest and worst solves

去掉了最好和最壞的成績的一組連續的還原

 

CP(Corner Permutation) 角序(角塊排列)

 

CPF2L (Cornerin Place) 角歸位F2L

NF2L subset 非標F2L子集

 

CPLL(Corner Permutation of Last Layer) 頂層角序

 

CR(Continental Record) 洲紀錄

 

Cross 十字

Solving 4 edge pieces around a centerpiece 還原圍繞某個中心塊的四個稜塊

 

Cross+1

cross and prediction of first F2L 十字+首槽預判

 

CS(Cubeshape) 復形

 

CSP(Cubeshape Parity) 復形奇偶

See page "SQ-1 CSP Algorithms".

 

csTimer

Timer App by Shuang Chen 陳霜設計的專業的魔方計時網站https://cstimer.net/

 

Cube 正階魔方

Regular hexahedra puzzle 正六面體魔方

 

CubeCover 魔方遮罩

 

CubeRoot 魔方根

A website speedcubing tutorials and algorithms一個魔方速擰教程公式庫https://www.cuberoot.me/

 

CUF2L (Cornerin U) 頂角F2L

NF2L subset 非標F2L子集

 

CubeRotation 整體旋轉魔方

Rotating the cube in place withoutturning any side. The three rotational axes used in cube notation are x, y andz. 在不轉動任何面的情況下整體旋轉魔方. 三個正交軸分別表示為 x, y, z.

 

Cuber 魔友

Person who enjoy playing with cube ortwisty puzzle 喜歡玩魔方的人

 

Cubeshape復形

 

Cubie

Solvable piece on an NxNxN puzzle 正階魔方中能還原的塊

 

Cuboid 矩體魔方

LxMxN cube LxMxN 不等階魔方

 

Cutoff 及格線

A Cutoff Round is a round with a"Best of X" cutoff phase and a cutoff result (e.g. "Best of2" with a cutoff result of 2 minutes). If the competitor meets the cutoffresult in at least one of their cutoff phase attempts, they are eligible forthe remaining attempts. Attempts from the cutoff phase count towards the fullround format.

 

CW(Clockwise) 順時針

 

CxLL(Corners Last Layer)

A group of methods that solve LLcorners, which contains COLL, CLL, CMLL

還原頂層角塊的系列方法,例如COLL, CLL, CMLL

 

Cycle 循環,輪換

 

Cycle Break 循環結束, 借位歸位等

 

Cyclic Shifts 循環移位

[A: B] [C: B] = A B A' C B C'

 

CZZ(Cross+ZBF2L+ZBLL)

 

D

D (Down)

A face move 一種面轉動

 

Daisy (十字上的) 小花

 

DCTimer

Timer App by Mingyuan Zhang 張銘源設計的專業的魔方計時器

 

DEC –(Double Extended Cross) 雙重拓展十字

See also "XXcross".

 

Dedge(Double Edge)

A block consisting of the two edgepieces on 4x4 that have the same pair of colors. A dedge can be moved around asif it were a single edge on a 3x3x3 cube.

 

Delegate 代表

 

Defect 故障

 

Diag (Diagonal)對角上(對角線上的)

 

DiamondMember 鑽石會員

See also"Mollerz Memberships".

 

Different不同的

 

Dino Cube  X魔方

 

Disassemble

 

DIY Cube 自製魔方

 

DNF (DidNot Finish) 未完成

 

DNS (DidNot Start) 放棄(未開始)

 

DR (DominoReduction) 多米諾降群, 色先法

Reduce the cube state to the stategenerated by <U, D, R2, L2, F2, B2>

將魔方降群到<U, D, R2, L2, F2, B2>

 

DRTrigger 多米諾降群觸發器

 

Drag

Use right ringfinger to do U in (R U R' U'D) (R2 U' R U') (R'U R' U) R2 D'

用右中指做(R U R' U'D) (R2 U' R U') (R' U R' U) R2D'中的U

 

Drill 訓練

 

Dodecahedron十二面體

 

DominoCube 多米諾魔方

2x3x3 Cube2x3x3魔方

 

Don 戴眼罩

 

Dot

A single sticker 單獨1個貼

 

DoubleFlick 連撥

 

DoubleTurns 二連轉動

U2, R2, etc.

 

E

E(Equator)

A slice move 一種中層轉動

 

E/O (Eka/Orozco)

3BLDintermediate Method 三盲進階法

 

EC(Extended Cross)

See also "Xcross".

 

Edge 稜塊

Pieces with two different colors 含兩種顏色的塊

 

EdgeControl 控稜

Intentionally orienting some last layeredges while solving F2L 做F2L時有意識地還原頂層一些稜塊的色向

 

Edge Flip翻稜

 

Efficient高效的

 

EG(Erik-Gunnar)

2x2 advanced method that solving oneface, and then finish the entire cube in one algorithm. EG includes CLL, EG-1,EG-2. 二階高級方法,先還原一面,再一次性還原整個魔方.

 

Eido 愛朵

Left index finger pushes U2' in (R U' R' U') (R U R D) (R' U' R D') R' U2 R' U2'

用左食指做(R U' R' U') (R U R D) (R' U' R D') R' U2 R' U2'中的U2'

 

Eka

A 3BLD edge intermediate method inventedby Adrian Dębski and popularized by Grigorii Alekseev

Adrian Dębski發明的, Grigorii Alekseev推廣的三盲稜進階法

 

Elasticity彈力

 

Elite Kilominx 六階五魔方

 

ELL(Edges of LL) 還原頂層稜塊

 

ELS (Edge Last Slot)[21] 稜末槽

MGLS sub-step solves LS edge and EOLL

 

EMS

E,M,S moves are frequently used in3-style edge  E,M,S轉動在三循環稜裡被頻繁使用

 

EO (EdgeOrientation) 翻稜(稜塊色向)

 

EOLL (EO of LL)

 

EOLR(Edge Orientation Left & Right)

A step in advanced Roux method 高級橋式玩法中的一個步驟

 

EOLS (EO+ LS)

 

EP (EdgePermutation) 稜序(稜塊排列)

 

EPF2L(Egde in Place) 稜歸位F2L

NF2L subset 非標F2L子集

 

EPLL(Edge Permutation of Last Layer) 頂層稜序

 

Eparity(Edge Parity) 稜特

 

Equator 赤道

Middle layer on SQ1, 3x3  SQ1, 三階的中層

 

ER (EuropeanRecord/Rank) 歐洲紀錄/排名

 

ETM(Execution Turn Metric) 執行轉動度量制

A metric for 3x3 where any perceivedmovement counts as a turn. Each move of the categories Face Moves, Outer BlockMoves, and Rotations is counted as 1 move.

任意單個實際操作計數為1的度量制.每個面轉動, 外部轉動以及整體轉動計1步.

 

EUF2L(Egde in U) 頂稜F2L

NF2L subset 非標F2L子集

 

Examinx 十一階五魔方

 

ExampleSolve 實例

 

Exec (Execute)執行

 

exPLL(PLL Execution) PLL連擰

 

F

F (Front)

A face move 一種面轉動

 

F2L(First Two Layers) 前兩層, 前兩層的四個槽

 

F2L-1 (F2L Minus One)F2L減一

See also "TEC".

 

F3L (First Three Layers) 前三層

Use in 4x4 用於四階

 

Face

A single surface 一個單獨的表面

 

Facet 色塊

See also "sticker".

 

Face-First 面先法

 

FactorySolves 工廠還原

It involves a scrambled cube for everysolver (or sometimes just one cube between solvers), and after each step of theCFOP method, the cube is passed to the next person in the line.

多人按步驟共同還原一個魔方.

 

Fat Sune 胖小魚

r U R' U R U2 r'

 

FB (First Block) 左橋, 第一橋

 

FBDR (FB + DR Edge) 左橋右底稜

 

FBFS (FB + FS) 左橋首方

 

FBLP (FB's LP) 左橋末槽

 

FC (FixedColor) 單色底

 

FCN (Fixed CornerNotation) 固定角轉動記號

R, U, L, B. Used in skewb WCA notation 用於斜轉的WCA記號

 

Finger Trick指法

Skillful acts for fingers to executealgorithms very fast 有技巧的指法能讓公式執行得很快

 

Fingertrickable 順手的

 

First-Timer首次參賽者

 

Fisher Cube 費舍爾魔方(移稜魔方)

This cube, invented by Tony Fisher, thathas been rotated on one axis rotated 45 degrees internally, known as fishering.

FixedCenter (Center-Center) 固定中心(正中心)

 

FL (FirstLayer) 底層

 

Flagship 旗艦

 

Flick

 

Flip 翻稜

 

Flippedin Place 原地翻

 

Floppy Cube單層魔方

1xMxN Cuboid 1xMxN的矩體魔方

 

Float 浮動的

3BLD concept 三盲概念

 

Float Buffer 浮動緩衝

 

FLS (FlippedLast Slot) 翻末槽稜

 

FM (FewestMoves)

 

FMC(Fewest Moves Challenge)

See also FM.

 

FnC(First n Centers) n中心

 

FnE(First n Edges) n

 

Force Cube 拼純魔方

 

ForwardSlash 斜槓

 

Framecount 數幀

 

FreeSlice 自由中層

 

Free PairF2L基態(標態)

F2L1/2/9/10

 

FridrichMethod

See also "CFOP".

 

FS (First Square) 首方

First 1x2x2

 

FT (Feet) 腳擰

 

FTO (Face-TurningOctahedron) 轉面八軸八面體魔方

 

Full-Bright全亮

Color type of stickers 貼紙的顏色種類

 

Full-CornerCutting 全容錯

 

Full Step無跳

One did not skip any step during solving還原時沒有跳過任何步驟

 

FWR(Female World Record) 女子世界紀錄

 

G

Gear Cube齒輪魔方

The Gear cube (also known as the Cautioncube) is a twistable puzzle in the shape of a cube that is cut two times alongeach of three axes, as a 3x3x3. Moreover, there are geared edges. That meansthe edges can turn around themselves.

 

Gigaminx 五階五魔方

 

GrandSlam 大滿貫

世錦賽 + 洲錦賽 + 國家級賽事的項目冠軍. 若選手所在洲暫無洲錦賽, 則不需要洲錦賽這一條. 目前冇大洋洲和北美洲錦標賽, 以後要是有了, 那就需要重新統計.

 

三階: Feliks Zemdegs (澳大利亞), Max Park (美國), Philipp Weyer (德國)

二階: Rowe Hessler (美國), Feliks Zemdegs (澳大利亞), Cameron Stollery (澳大利亞)

四階: Feliks Zemdegs (澳大利亞), Max Park (美國), Sebastian Weyer (德國)

五階: Frank Morris (美國), Dan Cohen (美國), Feliks Zemdegs (澳大利亞), Kevin Hays (美國), Max Park (美國)

六階: Dan Cohen (美國), Feliks Zemdegs (澳大利亞), Kevin Hays (美國), Max Park (美國)

七階: Michał Halczuk (波蘭), Feliks Zemdegs (澳大利亞), Bence Barát (匈牙利), Kevin Hays (美國), Max Park (美國)

三盲: Dror Vomberg (以色列), Leyan Lo, ZaneCarney (澳大利亞), Marcell Endrey (匈牙利), Kabyanil Talukdar (印度)

最少步: Sébastien Auroux (德國), Steven Xu (美國), João Pedro Batista Ribeiro Costa (巴西), Christopher Chi (最少步)

單手: Chris Hardwick (美國), Ryan Patricio (美國), 伏見有史 (日本), Feliks Zemdegs (澳大利亞)

魔錶: Ernesto Fernández Regueira (西班牙), Deven Nadudvari (美國), Niko Ronkainen (芬蘭), Wojciech Knott (波蘭)

五魔方: Grant Tregay (美國), Erik Akkersdijk (荷蘭), Bálint Bodor (匈牙利), Simon Westlund (瑞典), Oscar Roth Andersen (丹麥), Juan Pablo Huanqui(五魔)

金字塔: 岡要平 (日本), Jules Desjardin (法國), Drew Brads (美國)

斜轉: Daniel Wallin (瑞典),

SQ1: PiotrMichał Padlewski (波蘭), Emanuel Rheinert (德國), Jayden McNeill (澳大利亞)

四盲: Chris Hardwick (美國), Marcell Endrey (匈牙利), Bill Wang (加拿大), Stanley Chapel (美國)

五盲: Chris Hardwick (美國), Tom Nelson (紐西蘭), Stanley Chapel (美國)

多盲: Marcell Endrey (匈牙利), Shivam Bansal (印度), Graham Siggins (美國)

 

 

Grip 起手, 抓住

 

GripShift 換手移位

Right thumbtouches Center on F, then left thumb touches Center on F, vice versa.

F面中心由右拇指接觸換成左拇指接觸, 或反過來

 

Group

A mathematical structure. The set of allstates of Rubik's cube form a group.

一種數學結構. 三階魔方所有狀態的集合構成一個群.

 

GoThrough 遍歷

Traverse

 

GoldMember 黃金會員

See also"Mollerz Memberships".

 

God'sAlgorithm 上帝公式

The optimal solution from a puzzle stateto another state, commonly the solved state

魔方從一個狀態到另一個狀態的最優解(最少步解)

 

God'sNumber 上帝之數

The diameter of thegroup of the puzzle (the furthest distance two states can be from each other)

魔方群直徑,即還原一個任意打亂的魔方所需要的最少步數

 

Good Edge好稜

Oriented edge 正向稜

 

Grouping 組合

Sequences of moves can be grouped usingbrackets: (R U F)

轉動序列可用括號進行組合: (R U F)

 

Guimond(Gaétan Guimond) 色先法(吉蒙德法)

A 2x2 method 二階方法

 

H

Half-Bright半亮

Color type of stickers 貼紙的顏色種類

 

Half Slice-Plane

[A,B], whereA, B are 1 STM, 1HTM

 

Half Turn

Any 180 degree turn 任意面的180°旋轉

 

Handfeel 手感

 

Hard Regrip 硬換手

Non-soft regrip 非軟換手

 

Hedge(Hedgeslammer) (F R' F' R)

 

Headlight頭燈

See also "light".

 

Heise

FM method

 

Hexahedron 六面體

 

HLS(Hessler Last Slot)

a 3x3x3 subset in which the last F2Lpair that can be solved alone with R U R' or L' U' L, and OLL are solved simultaneously

 

HTA (HumanThistlethwaite Algorithm) 人腦西斯爾思韋特公式

 

HTM (HalfTurn Metric) 半圈轉動度量制

A metric for 3x3 where any turn of anyface, by any angle, counts as 1 turn

任意面的任意一次轉動計數為1的度量制

 

Hollow 中空的

 

HomePosition 塊還原後所在位置

 

Home Grip中手

Start thumb from middle起手中手, 本位起手

 

Honeycomb蜂巢

 

I

Icosahedron 二十面體

 

Identity Algorithm 還原態公式

An alg C iscalled an identity alg if C solves a solved state I. 稱公式C為還原態公式, 若C能還原還原態I.

 

In Place 歸位, 原地

In the correct spot (but can be solved,flipped, twisty). 在正確位置 (但可能是已還原, 翻稜或轉角)

 

InnerShell 內殼

 

Insertion插入,入槽

In CFOP method, it refers to F2L. In BLD3-Style method, it refers to 3 moves that inserts the sticker outside of theinterchange into one of the stickers in the interchange without disturbing therest of the interchange layer.

In FMC, it is a technique. See also"Skeleton".

 

Inspection觀察

The time used to inspect the cube beforestarting a solve. In WCA competitions, the maximum inspection time is 15seconds. 在還原魔方前的觀察時間. WCA 比賽中最長觀察時間為15s.

 

Interchange交換

A single move that moves one stickerinto another sticker’s spot without disturbing the 3rd sticker

 

IntermediateMethod 進階方法

 

Intuitive Solving 直觀還原

Intuitive solving consists in solvingthe Rubik's cube without using any algorithm that you do not understand. Inmost methods, for example for the last layer, most algorithm are used in suchway that there is an input cube in some state, then you apply the appropriatealgorithm that you learnt by heart, and quite magically, the cube is in thedesired state.

 

Inverse 逆序, 逆預設

The inverse of A B C is C' B' A'. A B C的逆序是C' B' A'.

 

Inverse Case逆情況

 

Isomorphism同構

See alsoIsomorphy.

 

Isomorphy同構體

2 cube states are called isomorphic ifthey are essentially the same. 24 cube rotations, 24 reflections, and/or 24 colorrotations of one cube will transform it into the other cube. 兩個魔方狀態被稱為同構的, 若它們本質上一樣. 即存在一種轉體(旋轉) [24], 鏡像[24] 或轉色(顏色輪換) [24] 操作, 對其中一個狀態進行該操作就會變成另一個狀態. 注: 轉色是配色的置換, 即6次對稱群作用在配色的6元集上得到集合.

兩個情況同構的必要條件有: 磚結構相同;連色數量相同; 對稱類型相同; 存在相同解法(不考慮開頭的轉體), 對某個階段存在相同解法 (例如十字, 底面,222, 底層等), 最優解法長度相同.

 

 

Guimond(Gaétan Guimond) 色先法

A 2x2 intermediate method 二階的一種進階玩法

 

J

Judge 裁判

 

JourneyMethod

See also "Method of Loci".

 

K

Karnaukh Notation 卡腦殼記號

One SQ1 notation by Daniel Karnaukh.Itis based on standard Square-1 notation, with three major changes:

Parentheses and commas are omitted;

Slashes are replaced with spaces;

Letters are assigned to common pairs ofmoves.

 

Keyhole Cross鑰匙孔十字

 

KeyholeF2L 鑰匙孔F2L

A F2L technique 一種F2L技術

 

KeySticker 關鍵格

 

Kilominx 二階五魔方

 

King ofAll-Rounder 全能王

全項目都有單次和平均 (平均不算多盲) 中地區平均SoR最靠前的選手, 即所有項目平均地區排名總和最小. 這種定義下, 一個地區的全能王僅能有一人 (挺符合"王"的稱號), 不是終身制的, SoR可能會被刷掉.

國家全能王

中國: 歐陽韻奇

洲際全能王

亞洲: 黃佳銓 (馬來西亞)

大洋洲: Tom Nelson (紐西蘭)

歐洲: Daniel Wallin (瑞典)

北美洲: Stanley Chapel (美國)

南美洲: 無

非洲: 無

世界全能王

Stanley Chapel(美國)

 

King ofGrand Slam 大滿貫王

People whohave most Grand Slams 擁有最多大滿貫的選手

Feliks Zemdegs

 

KK(Kaleta-Kłosko)

A skewb advanced method 斜轉的一種高級玩法

 

L

L (Left)

A face move 一種面轉動

 

L2L (LastTwo Layer) 末兩層

Skewb advancedalgs 斜轉高級公式

 

L5EF(Last Five Edge First) 後五稜先

 

Layer

All pieces which make up one rotationalside. 某個旋轉面上所有的塊的集合.

 

LBL(Layer By Layer) 層先法

 

LEG

EG1 case where bar is on DL 棒在DL的EG1情況

 

Letter 字母, 編碼

Notation of sticker 貼紙的表示

 

LetterPairs 字母對

Any single word/sound/name that hasderived from associating 2 letters

 

LetterPair Images 字母對圖像

Letter pair images are objects/animals/people/adjectivesthat can be easily visualised and are created by combining 2 letters. Theseimages can interact with each other and be placed along an imaginaryjourney/route.

 

LetteringScheme 編碼方案

A very popular and efficient technique forattaining letters. An imaginary lettering scheme is placed on the cube, so eachsticker/position is assigned its own unique letter. The idea is to memorise theletters of the cycles that would be necessary to solve the cube.

 

LH(Left-handed) 左單(左手單手)

 

Light

line except the middle dot 除去中間點的線

 

Line

3 connected stickers 3連格

 

LL (LastLayer) 頂層

 

LLEF (LastLayer Edge First) 頂層稜先

 

LL Skip OP連跳

OLL skip + PLL skip = 1/15552

 

LnC (Lastn Centers) n中心

 

LnE (Lastn Edges) n

 

LockedClip 卡扣拼接

 

Loci 地點

Multiple locations 多個地點

 

Lockup 卡住

 

Locus 地點

Single location 單個地點

 

Lookahead預判

Planning future stages while executingmoves to solve the pieces of the current stage

執行當前步驟時預測未來魔方狀態

 

LP (Last Pair)

See also "LS".

 

LS (LastSlot) 末槽

 

LSE (LastSix Edge)

A step in advanced Roux method

 

LSLL(Last Slot and Last Layer) 末槽頂層

LS + LL

 

Lubricant(Lube) 潤滑油

 

Lubrication潤滑

 

LuckyCase 好情況

Case that has easy step to executeduring solving 還原的情況中有容易執行的步驟

 

M

M(Middle)

A slice move 一種中層轉動

 

M(Magnet) 磁力版

 

Magic 八板

 

MagneticCapsule 磁力艙

 

Master Kilominx 四階五魔方

 

Master Magic 十二板

 

Match 匹配

 

Main 主力, 首選

 

Mastermorphix 粽子魔方

 

MBLD (Multi-BLD) 多盲

One of WCA events  WCA項目之一

 

MBLD Old Style 舊多盲

 

Mean (μ ) 平均

 

Method 方法

 

Memo(Memorization) 記憶

 

MemoryPalaces 記憶宮殿

See also "Method of loci".

 

Method Neutral 方法中立

 

Method ofloci 定樁記憶法

A method of memory enhancement whichuses visualizations with the use of spatial memory, familiar information aboutone's environment, to quickly and efficiently recall information

 

MF2L(Multi-Angle F2L) 多向F2L

 

MGLS (Makisumi-GarronLast Slot)

ELS then CLS

 

MiddleLayer 中間層

 

Midge 中稜

 

Minx(Megaminx) 五魔方

 

Mirror 鏡像

 

Misalign 錯層, 錯開

 

Misoriented錯向的(色向錯誤的)

Not oriented

 

Misscramble錯誤打亂

 

Misslot 錯槽

Different slot 不同的槽

 

Mod (Modification)改造

Any change to the puzzle (exceptturning) such as making a new cube with an existing mechanism.

除了擰之外的對魔方的任何改動,例如在原有機制的基礎上造了一個新的魔方

 

MollerzMemberships 莫勒茲會員制

http://stats.spendla.uk/mollerzmembership/table.html#mollerz-wca-memberships

5 indexes:

Averages inall sighted speedsolve events (Not BLD/FMC)

Means inFMC/BLD

WC Podium

WR

Win all events

 

One-Event-Missing Member: People who achieved all events except

Bronze Member: all-rounder, i.e., a single inevery event

Silver Member: all-rounder + 1 index

Gold Member: all-rounder + 2 indexes

Platinum Member: all-rounder + 3 indexes

Opal Member: all-rounder + 4 indexes

Diamond Member: all-rounder + 5 indexes

 

This reducesregion bias with CR/NR and also makes Gold obtainable only on personal talent.Gold is considered the pinnacle of a lot of things (Olympics, WorldChampionships at sports, etc.) but getting past this point requires that bitextra to be on the next level.

 

五個指標

所有睜眼速擰項目有平均

最少步和所有盲擰項目有平均

登上世錦賽領獎臺

打破世界紀錄

贏得所有項目

 

七個會員

缺單項會員: 除一項目外所有項目有單次

青銅會員: 全能選手, 即所有項目有單次

白銀會員: 全能選手且完成1個指標

黃金會員: 全能選手且完成2個指標

鉑金會員: 全能選手且完成3個指標

歐泊會員: 全能選手且完成4個指標

鑽石會員: 全能選手且完成5個指標

 

優勢: 在CR/NR上減小地區偏見, 等級多樣化, 達到的途徑很多, 更容易.

 

 

 

 

 

 

 

 

 

 

 

 

 

Move 轉動

 

MoveCount 步數

The number of moves 操作的長度

 

Multislotting多組入槽

Intentionally inserting F2L in a mannerwhich leads next F2L to good case

有意地以某種方式插入一組F2L,讓下一組F2L變成簡單的情況

 

MuscleMemory肌肉記憶

 

N

NAR (North American Record/Rank) 北美洲紀錄/排名

 

Negative (-)

 

NF2L (Non-Standard F2L) [126] 非標F2L (非標準F2L)

有稜或角塊處於非目標槽的F2L

 

Nod Don 點戴(點頭式戴眼罩)

 

Non NxN Cube 異形魔方

 

Normal 正序

 

Notation 記號

Notationon Cube moves 魔方標記體系

 

Niklas

Thecommutator R U' L' U R' U' L (U), which re-orients 3 corners clockwise.

交換子R U' L' U R' U' L (U).

 

NISS (Normal-Inverse-Scramble-Switch)

One of FMC techniques 最少步常用技巧

 

NR(National Record/Rank) 國家紀錄/排名

 

Nutella

A Pyraminx advanced method 金字塔高級玩法

 

O

OBL (Orientationof Both Layer) 雙層色向

Used in SQ1

 

Oblique 斜心

Center in 6x6 or higher which is not belongto fixed center, X-center and +-center 六階以上的非正中心, 角心,邊心的中心

 

OBM (Outer Block Moves) 外磚轉動

Outer slice with adjacent inner slices 外層和及與外層相鄰的若干內層

 

OBTM(Outer Block Turn Metric) 外磚轉動度量制

One official turn metric:

Each move of the categories Face Movesand Outer Block Moves is counted as 1 move.

Each move of the Rotations category iscounted as 0 moves.

官方度量制:

每個面轉動或外部轉動計1步. 每個整體轉動計0步.

 

OcR(Oceanic Record/Rank) 大洋洲紀錄/排名

 

Octahedron八面體

 

OCLL(Orient Corners of Last Layer) 還原頂層角塊色向

 

Odd Piece奇塊

See Comm page.

 

OELL (Orientationof Edges of Last Layer)

 

Official 官方

See also "WCA".

 

OH(One-Handed) 單手

One-handed speedcubing 單手速擰

 

Oka(Yohei Oka) 奧卡法

Pyraminx intermediate method 金字塔進階玩法

 

OLL(Orientation of LL) 還原頂層色向

 

OLLCP(OLL + CP)

 

OLL Skip O

Probability=1/216

 

OLS (OLL+LS)

 

One-Event-MissingMember 缺單項會員

See also "MollerzMemberships".

 

OO (ObjectivelyOptimal) 客觀最優的

= speedsolvingoptimal 可理解為速擰最優的

 

OOPP(CO-EO-CP-EP)

 

OOPS

OLL + OLL + PLL Skip = OLL-combo 1LLL

 

OP (Old Pochmann,Classic Pochmann)

2-cycleblindfold method invented by Stefan Pochmann in 2004

 

OPA (OLLParity Avoidance) O特避免

 

OpalMember 歐泊會員

See also"Mollerz Memberships".

 

Oparity(OLL Parity) O

 

Open 開的

See also "Free".

 

Opp (Opposite)對,反(相對的,相反的)

 

Opp Light對頭燈

Light and the middle dot with oppositecolor 燈和燈中間的反色點

 

Optimal 最優的

 

OptimalSolution 最優解

 

Orbit 軌道

The set of allpositions where it can be sent to by normal turns of the puzzle (not allowingcube rotations). This is distinct from the set of positions withsimilar-looking pieces - in some puzzles, it is not immediately obvious where apiece can be moved to.

 

Order

 

Oriented 正向的(色向正確的)

Property of pieces generated by {U, D,L, R, F2, B2}

 

Orientation色向,色向; (打亂, 還原) 坐標

 

Orozco 奧羅斯科法

A step up from the OP Method  OP法的進階方法

 

Ortega(Victor Ortega) 面先法(奧爾特加法)

A 2x2 advanced method which makes a facefirst 首先完成一個面的二階魔方高級還原方法

 

Overwork 復用

Using the same finger twice, where cuberneeds to reset it during ≤1quarter turn. Examples: U' R' U'; M2' U M'; U U. 在做完≤1半圈轉動後需要重置手指的位置,這時使用了同一個手指轉動兩次. 例如: U' R' U'; M2' U M'; U U.

 

OuterShell 外殼

 

OverInspection 長觀察

Inspection time over 15s 超過15秒的觀察時間

 

P

Pair , 合併

 

Parity 特(奇偶)

Parity in a speedsolving contextgenerally refers to additional steps required to solve a puzzle in cases wherethere are (or appear to be) an odd number of piece swaps on a cube.

在速擰背景下指還原某些魔方可能會出現的特殊情況(塊的奇數次交換).

 

Parity + Twist 奇偶帶翻色

Used in BLD 用於盲擰

 

Pattern 圖案

 

Pause 停頓

 

PB(Personal Best) 個人最好成績

 

PBStreak  PB不斷的比賽場數

 

PBL(Permutation of Both Layers) 雙層排列

A step used in some common 2x2 methods

二階中一些常見方法的一個步驟

 

Petaminx 九階五魔方

 

Picture Cube

See also "Supercube".

 

Platinum Member 鉑金會員

See also "MollerzMemberships".

 

PDR(Partial Domino Reduction) 部分多米諾降群

 

PetrusMethod (Lars Petrus)

A 3x3 speedsolving method which has a strongemphasis on blockbuilding

三階的一種強調塊構造速擰玩法

 

Perm (Permutation)排列

XX perm =PLL-XX

 

PillowedPuzzle 麵包魔方

 

Pinch 捏住

 

PLL(Permutation of LL) 還原頂層排列

 

PLL Skip P

Probability=1/72

 

Podium領獎臺

 

POLL(Oparity OLL)

One algorithm to solve Oparity and OLL 用一個公式還原O特和OLL

 

Polyhedron多面體

 

POP 飛稜

When pieces 'pop' or fall out of a cubeduring turning 在轉魔方時魔方發生散架(掉塊)

 

Position 狀態

See also "Pattern".

 

Pparity(PLL Parity) P

 

PPLL(Pparity PLL)

One algorithm to solve Pparity and PLL 用一個公式還原P特和PLL

 

PR(Personal Record) 個人紀錄

Oficialpersonal best 官方個人最好

 

Practice 練習

 

Predict 預判

 

Pre-AUF U預先調整頂層

 

Premove 預操作

Used in FMC

 

Prerequisite預備,先導

 

Preserve 保留

 

Press

 

PrettyPatterns 花式圖案

 

PreventDot (OLL) 跳點O

 

Prime(')  撇號

See also "SingmasterNotation".

 

Probability概率

 

PSB (PseudoBlock) 偽塊

Concept in FMC

 

PSC(Prepared Solve Challenge) 事先練習過的還原挑戰

 

PSCross (Pseudo Cross) 偽十字

Solved cross ignoringADF 不考慮ADF的底十字

 

PSF2L(Pseudo F2L) F2L

Double Keyhole. For example, D (U R U'R') D'.

 

 

Pseudo Xcross 偽拓展十字

 

Pull 反撥

 

Push

 

Puzzle 魔方

An object with many pieces which can bemanipulated in certain well-defined ways, the goal of which is to bring thepieces into a predefined solved position. 對所有魔方和類似項目的統稱.

 

Py(Pyraminx) 金字塔魔方

 

Q

QSTM (QuarterSlice Turn Metric) 1/4中層轉動度量制

A metric forthe 3x3x3 in which any clockwise or counterclockwise 90-degree turn of anylayer counts as one turn, and rotations do not count as moves.

 

 

QTM(Quarter Turn Metric) 1/4外層轉動度量制

A metric where any turn of any face by90° counts as 1 turn 任意面的90°轉動計數為1的度量制

 

QuarterTurn

Any 90 degree turn 任意90°轉動

 

R

R (Right)

A face move 一種面轉動

 

Rayminx

 

Read讀碼

 

Real Man真人

Scramble + solve打亂+還原

 

Recognition觀察

 

Recon (Reconstruction)復盤

 

Reduction降階法

A common big cube solving method wherebythe cuber solves the center pieces into place, followed by pairing up edgepieces to effectively 'reduce' the big cube to a 3x3.

高階魔方常見的一種還原方法,先還原所有的中心塊,再將所有稜塊組好,此時魔方將等價於三階魔方.

 

Redux

See also "Reduction Method".

 

ReflectivelySymmetry 鏡像對稱

 

Realman真人

Solving without inspection first 不帶觀察時間的還原

 

Redi Cube 熱帝魔方

A three-layered twisty puzzle on whicheach corner turn moves the three edges around it

一種三階異形魔方, 轉1個角會同時影響周圍的3個稜

 

Regrip 換手

One of the hands leaves the cube beforethe letter move for the moment

一隻手在做字母動作前暫時離開魔方

 

Regripless無換手的

 

Regular Polyhedron 正多面體

 

Relay 接力

 

Repetition 重複

Moves and groups can be repeatedmultiple times by appending the number of repetitions to the closing bracket:(R U')3 = R U' R U' R U'.

 

Rescramble克隆

 

Reverse

See also "inverse".

 

Review 測評

 

RH (Right-handed)右單(右手單手)

 

Rhombic Triacontahedron菱形三十面體

 

Risky 有風險的

 

RLS (RoweLast Slot)

VLS + HLS

 

rNISS 反轉NISS

Advanced insertions一種高級插入

 

Roll 滾動

Use rightindex finger to do R2 in R2 D (R' U2 R D') R' U2 R'

用右食指做R2 D (R' U2 R D') R' U2 R'中的R2

Rubik' Skewb Notation 魯比克斜轉記號

R, B, L, r, b, l. Used in skewb solution用於斜轉解法

 

Rubik's Clock魔錶

 

Rubik'sCube (3x3) 魯比克魔方(三階魔方)

A 3-D combination puzzle invented in1974 by Hungarian sculptor and professor of architecture Ernő Rubik. Itconsists of 6 faces, each with 9 colored facets. From another aspect, thispuzzle has 6 fixed centers, 12 edges, and 8 corners. A solved cube has allfacets on each face with the same color.

由匈牙利雕塑家和建築學教授ErnőRubik於1974年發明的三維組合玩具.它由6個面組成,每個面有9個貼片.從另一個角度看,它由6個固定的中心塊,12個稜塊和8個角塊. 還原好的魔方的每個面的所有貼片顏色都一樣.

 

RUD

E,M,S moves are frequently used in3-style corner  E,M,S轉動在三循環角裡被頻繁使用

 

RomanRoom

See also "Method of loci".

 

Rotation 轉體

 

RotationalSymmetry 旋轉對稱

 

Rotationless少轉體的

 

Roux (GillesRoux) 橋式方法(魯法)

A 3x3 speedsolving method where 1x2x3 blocksare built on the left and right sides to begin

一種三階魔方還原方法,該方法首先在魔方的左右兩邊各搭好一個1x2x3的橋

 

Row

 

S

S(Standing) 站立

A slice move 一種中層轉動

 

S2L(Second Two Layers) 第二個兩層

Some pieces on Megaminx 五魔上的某些塊

 

Same 相同的

 

SAR(South American Record/Rank) 南美洲紀錄/排名

 

SB (Second Block) 右橋, 第二橋

Used in Rouxmethod. 用於橋式.

 

Scramble 打亂

 

Scrambling Orientation 打亂朝向

 

Selfinverse自逆

A = A'.

 

Setup 預設

See also "conjugate".

 

Separate 分離

 

Sexy Move性感轉動

R U R' U'

 

Shapeshifting變形

 

SiameseCube 二連體魔方

 

Side

See also "face".

 

SiGN (SimpleGeneral Notation) 簡單通用記號

Standard notation for NxN 高階魔方轉動的標準表示法

 

SightedEvent 睜眼項目

Non-BLD event 非盲擰項目

 

SilverMember 白銀會員

See also"Mollerz Memberships".

 

Simulator模擬器

 

Simultaneous Move 同時轉動

For example, UD, U'D 例如UD, U'D

 

Single 單次成績

 

SingmasterNotation 辛馬斯特記號

A basic notation method for 3x3: U, D,L, R, F, B turns the up, down, left, right, front, back face 90° (one quarterturn) clockwise, respectively. Adding a ' or 2 symbol to the end of one of theletters denotes a turn of that layer 90° (one quarter turn) counterclockwiseor  180° (one half turn or two quarterturns). 三階的一種基本表示法: U, D, L, R, F, B分別表示將頂,底,左,右,前,後面順時針轉動90°(四分之一圈). 在其中一個字母後加上撇號或2分別表示逆時針轉動該層90°(四分之一圈)或180°(半圈).

 

SK(Skewb) 斜轉魔方

 

Skeleton 骨架

The solved cube except for a few pieces.These pieces are frequently solved using commutators, which are known asinsertions for the purposes of this event due to the way they are inserted intothe skeleton. Ideally, some of the moves of the insertions will cancel withsome of the moves of the skeleton, allowing for the cube to be solved much moreefficiently.

 

SkewCenter 斜心

 

Skip 跳步

One skipped some step during solving 還原時跳過某個步驟

 

Slash

Flip notation in SQ-1 SQ-1中翻的表示

 

Sledge(Sledgehammer) (R' F R F')

 

Slice 中層, 內層

 

SliceMove 內層轉動

Moves M, E,and S on 3x3

 

Slice-Plane

Conjugated halfslice-plane

 

Slot

A F2L edge-corner pair 一組F2L稜角對

 

Weak Regrip 弱換手

Non-thumbregrip 非拇指的換手

 

Soft Regrip 軟換手

Regrip that can be done at the same time asanother move一隻手換手同時另一隻手可以做轉動或轉體的換手

 

Solution 解法

 

Solve 還原,解法

Orient and permute 還原色向和排列

 

Solver 求解器

 

SoR (Sumof Ranks) 世界排名總和

 

SpatialMemory 空間記憶

 

Speed 速度

 

Speed-Optimal速擰最優的

 

SpeedBLD 速盲

A blindsolvingRubik's cube discipline in which unlimited memorisation time is allowed

記憶時間不計入成績的盲擰項目

 

Speedcube速擰魔方

 

Speedcuber速擰玩家,速擰選手

Anyone who solves puzzles as fast aspossible 以儘可能快地還原魔方為目標的人群

 

Speedcubing速擰

A hobby or sport where an individualsolves twisty puzzles as quickly as possible

儘可能快地還原魔方的愛好或運動

 

Speedsolving速擰

See also "Speedcubing".

 

Speffz LetterScheme  Speffz 編碼方案

A standardized lettering scheme proposedby Ville Seppänen and Rob Holt. Start at UBL for A and then goes clockwise in Uface to URB for B, etc. After the U face, follows L, F, R, B, and D.

Speffz 是由 Ville Seppänen 和Rob Holt 提出的標準化編碼方案. 將UBL記為A,然後從U面開始順時針走,將URB記為B,等等.U面完成後,依次標記L,F,R,B和D面.

 

Split 分段

 

Spot 位置

 

SPS 翻每秒

Slash per second (used in SQ1)

 

Sq(Square)

1x2x2 block1x2x2磚

 

SQ1 SQ1魔方

 

Squan (SQ1)

 

SS (SpeedSolvingForums)

https://www.speedsolving.com/

 

SS Method(Stern-Sun)

A 2x2 intermediate method using 2x2 OLSalgorithms 使用二階OLS公式的一種二階進階方法

 

SSE (SupersetENG) 超集記號

Anotation forNxN, for example R, TR, NR, N2-3R, VR, MR, WR, SR, S2-5R, CR

高階魔方轉動的一種表示法, 例如R, TR, NR, N2-3R, VR, MR, WR, SR,S2-5R, CR

http://randelshofer.ch/rubik/vcube7/doc/supersetENG_7x7.html

 

Stable (手法) 穩定的

 

Stackmat 史塔克

Stackmat Timer,Stackmat 史塔克計時器, 史塔克墊

 

Sticker 貼紙,

Adhesive label on facet 色片上膠粘的標籤

 

Stickerless免貼紙的

 

STM(Slice Turn Metric) 中層轉動度量制

A metric for 3x3 where any turn of anylayer, by any angle, counts as one turn

任意面或任意層的任意角度轉動計數為1的度量制

 

Sub-T 低於T

Solving time below T 在T時間內還原

 

Substep 子步驟

 

SubwayTime 地鐵時間

Solving when doors open on the subway 在地鐵開門的時間內還原魔方

 

Sune (R UR' U R U2' R') 小魚

 

Super BigCube 超高階魔方

 

Supercube 帶圖案的魔方

 

Superflip超翻

A famous position of the 3x3x3 where allcorners are solved, and all edges are in the correct location but flipped.Despite its symmetry, this is an extremely difficult pattern, which is known torequire 20 moves HTM to solve. 所有稜塊色向錯誤,其餘都正確的三階魔方狀態. 不考慮對稱性,這是一種及其困難的狀態,至少需要20步HTM才能還原.

 

SV(Summer Variation) 夏日變奏曲

LSLL subset that orients LL cornerswhile solving R U R' case (or the mirror) for the last F2L pair, assuming LLedges are oriented.

 

Symmetry 對稱

 

T

T-Center 稜心塊

Edge center

 

TCLL(Twisty Corner of Last Layer)

Supplement methods to EG methods EG方法的補充方法

 

Team BLD 合盲

A popular speedcubing social activitywhere one cuber is blindfolded for the entire solve (including inspection) andcommunicates (mostly by listening) with another cuber about how to solve thecube. 一種流行的速擰活動,一個人觀察解法並告訴另一個人,一個人負責盲擰操作.

 

TEC(Triple Extended Cross)

See also"XXXcross".

 

Tension 彈力

 

Teraminx 七階五魔方

 

Time Attack 時間攻擊

Timing a full set in succession 測速一個完整公式集

 

TNoodle

Java-based WCA official scrambleprograms  基於Java的WCA官方打亂程序

https://www.worldcubeassociation.org/regulations/scrambles/

 

Time Limit 還原時限

 

Timer 計時器

An instrument designated to measuretime, like csTimer, DCtimer and TwistyTimer.

 

Tile 貼片

 

Top-First角先

A Pyraminx method 一種金字塔還原法

 

TPS(Turns Per Second) 轉每秒(每秒擰的步數)

 

Tredge (TripleEdge) 組稜

A block consisting of the two edgepieces on 5x5 that have the same pair of colors

 

Trigger (操作), 觸發器

A sequence of 3-4 moves easy to memorizeand execute 容易記憶和執行的3~6步的轉動序列

 

Triple DR 三軸多米諾降群

DR from every axis

 

Truncated Icosahedron 截角二十面體

An Archimedean solid, one of 13 convexisogonal nonprismatic solids whose 32 faces are two or more types of regularpolygons

一種由12個正五邊形和20個正六邊形所組成的凸半正多面體,同時具有每個三面角等角和每條邊等長的性質,因此屬於阿基米德立體

 

Tutorial 教程

 

TuRBo

A 3BLD corner intermediate method 三盲角塊進階法

 

Turn

 

Tuttminx 足球魔方

 

Twist 轉角

 

TwistyPuzzle 魔方

A puzzle with twisting or moving layerswhose goal is to reach a pre-defined goal state by moving these parts totransition from one state of the puzzle to another. Mechanical puzzles that areoperated by twisting groups of pieces.

 

U

U (Up)

A face move 一種面轉動

 

Undo

See also "Inverse".

 

UniqueCases 本質情況

Cases wheremirrors (and inverses) are excluded 排除鏡像的情況, 排除鏡像及逆的情況

 

UnsexyMove (U R U' R')

 

UntimedSolve 未計時的還原

 

UWR(Unofficial World Record/Rank) 非官方世界紀錄/排名

 

V

V-First V

A pyraminx method 一種金字塔還原法

 

VirtualCube 虛擬魔方

 

Void Cube 空心魔方

 

VHLS (Vandenbergh-HarrisLast Slot)

最後一組F2L在組好的情況下控出頂面十字

 

VLS (ValkLast Slot)

VLS insert last connectedbasic F2L and solve OLL VLS插入末組連接基態F2L並還原OLL

 

W

w (wide)

For example, Rw例如Rw

 

Warm Up 熱身

 

Walkthrough實例

See also "Example Solve".

 

WB (WorldBest)

See also "UWR".

 

WCA(World Cube Association) 世界魔方協會

 

Westlund 韋斯特隆德法

The most popular Megaminx method 最流行的五魔方法

 

WF (WithFeet) 腳擰

 

Wing 翼稜

 

WO(Wedel-Odder)

A Pyraminx advanced method 金字塔高級玩法

 

WR (WorldRecord/排名) 世界紀錄/排名

 

WV(Winter Variation) 冬日變奏曲

Inserting last connected F2L andorienting LL corners, assuming LL edges are oriented  在頂稜正向時,還原末組F2L(已組好)和角向

 

X

x

A rotationmove 一種整體旋轉轉動

 

X-Center(Corner Center) 角心塊

 

Xcross, XXcross,XXXcross 拓展十字

Solving cross and one (two or three) F2L還原底面十字和一(二或三)組F2L

 

Y

y

A rotationmove 一種整體旋轉轉動

 

Yau(Robert Yau) 邱法

A big cube speedsolving method, where cross is solved before the cube is fully reduced to 3x3 stage

高階魔方的一種還原方法,在魔方完全降階到三階前底面十字就已經還原

 

Yottaminx 十五階五魔方

 

YTWB(YouTube World Best) 優兔視頻世界最好成績

 

Z

z

A rotation move 一種整體旋轉轉動

 

ZBF2L(Zborowski-Bruchem F2L)

See also "EOLS".

 

ZBLL(Zborowski-Bruchem LL)

Solving the entire LL in 1 step, when LLedges are oriented 已有頂層十字的情況下一次性還原整個頂層

 

Zettaminx 十三階五魔方

 

ZZ(Zbiginiew Zborowski)

A 3x3 method in which the first stepinvolves orienting all edges on the cube. 首先還原所有稜塊的色向三階還原方法

 

ZZLL (ZbigniewZborowski LL)

ZBLL subset with 2 opp LL edges

 

ZZLS (ZbigniewZborowski LS)

Solve LS and make 2 opp LL edges, assuming EOare solved 還原末槽並完成頂層兩個相對稜, 假設EO已還原

留言只能精選100條. 昨天的22222粉抽獎也只會從100條精選裡抽. 感謝大家積極の留言.

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