Competitions · United States
Honolulu Mega a Makapō 2025
Honolulu, Hawaii · 5 October 2025 · 7 events · 12 competitors · 16 personal bests
Yuki Nomura (野村優希) won two of the seven events (5×5, 3×3 Fewest Moves) and the closest final was the Clock, won by Chris Martin by 0.26 seconds. 12 competitors produced 16 personal bests, 5 of which still stand today.
The moment
The day's biggest improvement
Anthony Carrillo took a 3×3 Fewest Moves single of 51 moves down to 39 moves, 24 percent better in one day.
Winners & podiums
| Event | Winner | Single | Average |
|---|---|---|---|
| 5×5 | Yuki Nomura (野村優希) | 53.16 | 58.89 |
| 3×3 Fewest Moves | Yuki Nomura (野村優希) | 27 moves | 29.00 |
| Clock | Chris Martin | 6.37 | 7.15 |
| Megaminx | Enzo Xuan | 42.26 | 51.75 |
| Square-1 | Jack Okazaki | 11.06 | 14.82 |
| 4×4 blindfolded | David Akamine | 6:14.70 | — |
| 5×5 blindfolded | David Akamine | 13:59.00 | — |
The PB harvest
16 set · 5 still standing- Anthony Carrillo — 5×5 single 1:14.13: into the top 14.6% of the event's history.
- Anthony Carrillo — Megaminx single 1:15.98: into the top 19.2% of the event's history.
- Anthony Carrillo — Clock single 11.21: into the top 31.1% of the event's history.
- David Akamine — 5×5 blindfolded single 13:59.00: into the top 36.7% of the event's history.
- Anthony Carrillo — 3×3 Fewest Moves single 39 moves: into the top 44.7% of the event's history.
First-timers
No people competed for the first time at this competition. Start here explains what a first competition is like.
Records watch
No national, continental or world records were set at this competition. That is true of most competitions.
The field
12 competitors · 65 results · 7 events.
Everyone who competed
12 competitorsReading this page: a single is one solve's time · an average is the middle three of five solves, best and worst discarded · a PB is a personal best · a final is a competition's last round; its order decides the podium · a DNF (did not finish) is an attempt with no valid result: a popped piece, an unsolved face, an over-limit memorisation · every solve starts from a computer-generated scramble, the same for every competitor in a round.