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Type-C 3x3x3 IQ Magic Cube Brain Teaser Puzzle 3D Toy


Now, Own a colorful Magic Puzzle Cube, enjoy your life with family, you will find this Magic Puzzle Cube will not be so easy, a challenge for your children. This puzzle Cube Magic is fun to play with. When you finish assembling it, you will...
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  • This is a stylish, new and never play before, stunning ghost hand magic puzzle cube for you
  • The ghost hand magic puzzle cube is a amusement game. It's great to train and develop your child' logic as well as yours
  • Have new challenge for the people who is fond of playing teaser magic puzzle cube toy
  • Six kinds of different color in six sides: green, yellow, blue, red and white
  • If you are clever, easy to play, make every color puzzle cubes in each side, maintain the same color in one side, it is ok
  • These colorful Cube Magic of children's cube brain teaser is glued together well, do not worry about anything and it is made of lightweight plastic, it is safe for both you and your children
  • Play cube together with your buddy, enjoy and funny


Type-C 3x3x3 IQ Magic Cube Brain Teaser Puzzle 3D Toy

  • Brain Teaser Magic IQ Cube 3D Puzzle Toy
  • Aleatoric rotating combination

Magic Cube Tutorial:

  • Rubik's magic cube can be challenge; when you are solving one side the other side messes up on you.
  • According to Michiel van der Blonk, you can solve the magic cube with a layer by layer approach and using only four algorithms or sequence of moves.
  • Once you learn to recognize when to use an algorithm and memorize the four algorithms, you should be able to solve the magic cube within one minute.
  • It is best to learn the algorithms one by one since it is the hardest part.


Learn the notation symbols which is considered standard:

  • Right (R), Left (L), Up (U), Down (D), Front (F), Back (B)

Learn the mathematical X, Y and Z axes:

  • X--rotate the cube looking at the Right face
  • Y--rotate the cube looking at the Up face
  • Z--rotate the cube looking at the Front face

Learn the technique to solve the magic cube in the layer by layer method:

  • Make a cross on the top layer, insert the corners to make the top layer complete, insert the middle layer edges, make a cross on the bottom layer, rotate the corners to make the bottom color complete, Swap corners to fix the bottom corners, swap (or carousel) edges to fix the bottom edges

Learn the first algorithm "The Cross:"

  • Put the front-bottom sticker on top-front "D" "L" "F" "L;" put the front-top sticker on top-front "F" "U" "R" "U;" put the front-right sticker on top-front "U" "R" "U;" put the front-left sticker on top-front "U" "L" "U."

Type-C 3x3x3 IQ Magic Cube Brain Teaser Puzzle 3D Toy

The Rubik's Cube is a 3-D mechanical 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 Toys in 1980 and won the German Game of the Year special award for Best Puzzle that year. As of January 2009, 350 million cubes have sold worldwide making it the world's top-selling puzzle game. It is widely considered to be the world's best-selling toy.

In a classic Rubik's Cube, each of the six faces is covered by nine stickers, among six solid colours (traditionally white, red, blue, orange, green, and yellow). A pivot mechanism enables each face to turn independently, thus mixing up the colours. For the puzzle to be solved, each face must be a solid colour. Similar puzzles have now been produced with various numbers of stickers, not all of them by Rubik. The original 3 x 3 x 3 version celebrates its thirtieth anniversary in 2010.

Type-C 3x3x3 IQ Magic Cube Brain Teaser Puzzle 3D Toy

Optimal solutions:

  • Although there are a significant number of possible permutations for the Rubik's Cube, there have been a number of solutions developed which allow for the cube to be solved in well under 100 moves
  • Many general solutions for the Rubik's Cube have been discovered independently. The most popular method was developed by David Singmaster and published 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 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 Rubik's 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 less. 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 at least 20 moves to solve
  • A solution commonly used by speed cubers was developed by Jessica Fridrich. 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. 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
  • Philip Marshall's The Ultimate Solution to Rubik's Cube is a modified version of Fridrich's method, averaging only 65 twists yet requiring the memorization of only two algorithms
  • 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 you must constantly break and fix the first layer; the 2×2×2 and 2×2×3 sections allow three or two layers to be turned without ruining progress. One of the advantages of this method is that it tends to give solutions in fewer moves
  • In 1997, Denny Dedmore published a solution described using diagrammatic icons representing the moves to be made, instead of the usual notation

Package Included:

  • 1 x Ghost Hand Magic Cube