Rubik’s Twist | Free Games Guide

A Rubik’s Snake (also Rubik’s Twist, Rubik’s Transformable Snake, Rubik’s Snake Puzzle) is a toy with twenty-four wedges identically shaped liked prisms[1], mainly right isosceles triangular prisms. The wedges are connected, by spring bolts[1], such that they can be twisted, but not separated. Through this twisting the Rubik’s Snake can attain positions like a straight line, a ball (technically a nonuniform concave rhombicuboctahedron), a dog, a duck, a rectangle, a snake, and many more imaginative shapes and figures. Free games guide

Structure

The 24 prisms are aligned in row with an alternating orientation (normal and upside down). Each prism can adopt 4 different positions each with an offset of 90°. Generally the prisms have an alternating color.

Twisting instructions

The description of an arbitrary shape or figure can be described using a set of instructions for twisting the prisms. Free games guide

The starting point is a direct line with the triangular edges facing towads you, where the 12 prisms of one colour at the bottom are numbered from the left from 1 to 12. The left and the right sloping faces of these prisms are labeled L and R respectively. The four possible positions of the adjacent prism on each L and R sloping face are numbered 0, 1, 2 and 3 (representing the number of twists between the bottom prism and the L or R adjacent prism). The numbering is based on always twisting the adjacent prism towards you: position 1 turns the adjacent blocks towards you, position 2 makes a 90° turn, and position 3 turns the adjacent block away from you. Position 0 is the starting position and therefore isn’t explicitly noted in instructions.

Using these rules, a twist can be basically described as:

1. Number of the downward-facing prism (from the left): 1 to 12
2. Left or right sloping side of the prism: L or R
3. Position of the twist: 1, 2 or 3

Machine processing

The position of the 23 turning areas can also be written directly after each other. Here the position 0, 1, 2 and 3 are usually based on the degree of twist between the right-hand prisms relative to the left-hand prism, if you consider the axis of rotation from the right. But this notation is impractical for manual twisting, because you don’t know in which order the twists happen.Free games guide

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