4x4x4Loading…

4x4x4 simulator and solver

Play a virtual 4x4x4 in your browser, or enter the colors of your own 4x4x4 and get a solution. Also known as Rubik's Revenge.

Info

Pieces
TypeCountStickersPositionsOrientation (physical)Orientation (visual)
42412411
52422411
683833
One row per orbit. Orientation counts are per position; multiple values mean positions differ.
Stickers
96
Axes
39 cut planes across them
Solver
Available
Distinct-piece states
≈ 7.07 × 10⁵³16,972,688,908,618,238,933,770,849,245,964,147,960,401,887,232,000,000,000 arrangements of the stickers the moves reach (Schreier–Sims)÷ 24 turns of the whole puzzle= 707,195,371,192,426,622,240,452,051,915,172,831,683,411,968,000,000,000Tracks individual sticker identities, even on identical-looking pieces; whole-puzzle rotations are identified. Invisible rotations of a piece and internal pieces are not counted.
Indistinguishable arrangements
191,102,9764! × 4! × 4! × 4! × 4! × 4! = 191,102,9766 groups of visually interchangeable pieces within their movement orbits, using the original stickers.Counts all permutations within these groups, without checking which combinations are reachable. Internal pieces are excluded because the state count tracks stickers only.
Visually distinct states
Not computedVisually distinct states = distinct-piece states ÷ reachable indistinguishable arrangements.Reachable indistinguishable arrangements = 191,102,976 × reachable fraction.The reachable fraction accounts for restrictions such as permutation parity. Computing the correct fraction and the final visual state count is not yet implemented.
Put together at random
1 in 6 reaches the original sticker identities8!·3⁸ · 24!·1²⁴ · 24!·1²⁴ = 101,836,133,451,709,433,602,625,095,475,784,887,762,411,323,392,000,000,000 ways to put the pieces in: per type of piece, its pieces in any order and each in any orientation that looks different÷ 16,972,688,908,618,238,933,770,849,245,964,147,960,401,887,232,000,000,000 arrangements the moves reach = 6This uses distinct piece identities; the chance of reaching a visually solved state may be higher.

Moves

Face turns

x
y
z

Well known algorithms and patterns

Reduction / parity

OLL parity

Rw U2 x (Rw U2)2 Rw' U2 Lw U2 Rw' U2 Rw U2 Rw' U2 Rw'

Use after all six centers are formed and all 12 edge pairs are joined. OLL parity means an odd number of top edge pairs point the wrong way; a single flipped edge pair cannot occur on an ordinary legal 3×3. Keep the affected paired edge at upper front. Rw and Lw turn two layers; U turns only the outer layer and x rotates the whole cube. Follow the complete sequence, including x. This restores center colors and preserves paired edges, but changes last-layer corner/edge permutation; continue with OLL/PLL afterwards. An unfamiliar last-layer case alone does not establish parity.

PLL parity

[(3L')2: U2] (Uw2 (3L')2 Uw2) U2

PLL parity is a mismatch between corner permutation and edge-pair permutation during the reduced 3×3 stage. It can look like two swapped edge pairs or a corner swap that ordinary 3×3 PLL cannot finish. Keep every center formed and every edge paired. This expression exchanges the front and back edge pairs; finish the resulting ordinary PLL case afterwards. Correcting parity alone need not solve the last layer. Published expression: r2 U2 r2 Uw2 r2 Uw2 (U2) The source's lowercase r is the right inner slice, not a wide turn. It is physically 3L' here. In app notation 3L2 is its half turn; Rw turns two layers together and Uw2 turns the upper two layers halfway. Final U2 aligns the exchanged front/back edge pairs.

Last two edge pairs

[Uw': R U R' F R' F' R]

Reduction forms six centers and joins each matching pair of wing pieces. Paired edges must match on both adjacent faces, but need not be in their final solved slots. For the last two unpaired edges, put the color combinations at front-left and front-right with matching wings diagonally across, rather than in the same upper or lower slice. The front-right flip R U R′ F R′ F′ R can prepare this setup if needed. The full expression includes the Uw′ setup and Uw undo. After pairing and restoring centers, solve with outer layers as on a 3×3, correcting OLL/PLL parity if necessary.

Patterns

Checkerboard — four sides

(R2 2L2) (F2 2B2) (R2 2L2) (U2 2D2)

Derived alternating-layer checkerboard, verified on all four checkered faces.

Outer-layer Superflip

U R2 F B R B2 R U2 L B2 R U' D' R2 F R' L B2 U2 F2

Outer-layer adaptation of the 3×3 Superflip: all edge rows flip in place, corners stay solved, center colors stay on their faces.

3×3 in 4×4

F L F U' R U F2 L2 U' L' B D' B' L2 U

Opposite boxes

[Bw2: (Rw' Dw Rw Dw') (Rw' Dw Rw Uw) (Rw' Dw' Rw Dw) (Rw' Dw' Rw Uw')]