Twisty puzzle solver
Scramble it. Understand each turn. Watch the solution come together.
Choose your puzzle
Jev can choose legal turns; the local solver is available as a comparison.
Space-separated turns. Prime (′) means reverse; 2 means twice. Use the straight apostrophe in input. Try R U R' U'.
Choose how to solve
Load your draft first. The diagram still shows the last loaded position.
Your puzzle
All faces are visible at once. Keep your orientation for face turns; reorient the whole puzzle when a rotation appears in the solution. Megaminx face labels mark fixed positions, not sticker colors.
Follow the moves
Load a scramble, then run Jev or choose the local solver. Nothing runs automatically.
Notation, instructions and solver limits
Start from a solved puzzle and apply your scramble in order. On cubes, R, L, U, D, F and B mean right, left, top, bottom, front and back. Turns are clockwise when looking directly at that face; an apostrophe reverses the turn. A cube turn is 90°; a Megaminx turn is 72°.
The 4×4 accepts wide turns such as Rw (two layers together). Megaminx also accepts R++ / R-- and D++ / D-- competition-style turns, which move larger blocks and are different from a single-face R or D turn.
Megaminx has twelve labeled faces: U, D, F, B, L, R, FL, FR, BL, BR, DL and DR. Match the move to the label on the diagram; FR is one face, not F followed by R. A 2 turns 144° clockwise; 2′ turns 144° in reverse. In solutions, a v suffix rotates the whole puzzle around that face’s axis: Rv turns it 72° clockwise as viewed toward R, and Uv′ turns it 72° in reverse as viewed toward U. The next move uses the new orientation.
In Local solver mode, all four puzzles use state search. The 4×4 solves centers and pairs edges before a 3×3 handoff. In its solution, x and y rotate the whole cube in the direction of R and U respectively. No color-entry or camera input is available. Solutions are verified but are not guaranteed shortest. Center artwork orientation is ignored.
Live Jev sends one closed-set choice request per move using your configured key. It receives piece state and one-turn outcomes, never a locally searched solution. Attempts stop after 200 moves; each queued request has a 45-second deadline. A legal move or high confidence does not prove progress. Provider errors and invalid choices stop the attempt; there is no local fallback.
Practice scrambles use seeded random moves, not official competition random-state generation. Local search runs in a browser worker, stops after 60 seconds, and is cancelled when you switch puzzles, edit the draft, leave or hide this page. Drafts stay in this browser; search results are not restored.
Powered by cubing.js. Puzzle rules and verification are local; Live Jev chooses the turns. Neither a single solved scramble nor the local comparison is a Jev capability benchmark.