LEXICON:
Illustrated
4
512
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16
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256
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13 23
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23 14 25
8 22
3 13 26
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MAGIC SQUARE
LEXICON:
ILLUSTRATED
192 224
97
33
65
256 160
96
64
129 225
193 161
2
98
159 255
157 253
223 191
34
153 249
226 130
63
95
232 136
127
68
36
152 248
228 132
61
93
233 137
125
29
12
13
24
10
25
41
151 247
56
88
234 138
14
23
99
72
40
35
67
254 158
57
89
94
62
131 227
73
128
66
31
32
11
42
150 246
55
87
235 139
15
126
74
30
22
75
43
37
69
252 156
54
86
92
60
133 229
16
28
124
155 251
70
38
149 245
76
44
148 244
77
45
147 243
78
46
146 242
79
47
145 241
80
48
39
71 250 154
230 134
59
91
236 140
53
85
237 141
52
84
238 142
51
83
239 143
50
82
240 144
49
81
90
58 135 231
123
27
21
20
19
18
17
All rows, columns, and 14 main diagonals sum correctly in proportion to length 16 4x4 magic squares.
M AGIC SQUAR E
LEX ICON :
Illustrated
8
512
1
1
1024 16
1
32
1
4096
1
64
2048
1
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6
44
15
2
23 14 25
8 22
3 13 26
12
24
11
21
16 5
20
18
6
16 17 25
8 22
37
78
67
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29
59
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61
12
17
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19
42
80
6 15
2
40
10
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49
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11
41
79
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35
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50
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75
56
13
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21
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33
81
77
7
39
48
10
14
18
47
58
73
27
13 23 19
28
69
26
14
52
57
36
65
22
10
64 4096
18 11 20 12
24 21 1
66
23
34
53
55
15
38
76
60
17
46
5
25
45
74
30
68
ISBN 0-9687985-0-0
Binding courtesy of Pacific Bindery Services Ltd.
241
577
571
547
769
127
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139
421
673
619
307
331
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1759
1423
1429
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1987
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1579
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1381
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2000
2000
2000
2000
2000
2000
2000
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2000
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2000
Contents
iii
Preface 1
xi
Preface 2
xiii
1 to 174
References
175
The Authors
81
A1-1 to A1-15
A2-1 to A2-3
13
22 10
9
17
23
4
12
12b
20
3
16
14
2
6
11
15
24
8
19
18
21
iii
iv
vi
vii
viii
ix
47
11
40
49
15
48
31
18
13
12
45
26
33
30
41
14
27
16
29
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38
37
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43
PREFACE 1.
With the increasing popularity of the World Wide Web has come an
explosive increase in published material on magic squares and cubes.
As I look at this material, I can appreciate how it is expanding our
knowledge of this fascinating subject. However, frequently an author
comes up with a new idea (or what he thinks is a new idea) and defines
it using a term that has been in other use, in some cases, for hundreds of
years.
On the other hand, because the subject is growing so fast, it is
important that new words and phrases be defined and publicized as
quickly as possible. For these reasons, in the winter of 1999 I decided
to research this subject and publish a glossary on my Web page.
While this book is an attempt to standardize definitions, unfortunately
not all magic square hobbyists will have a copy of this book at hand.
Therefore, I suggest that when using a term not too well known, an
attempt be made to clarify its meaning.
After posting the result to my site, I also printed it as a booklet for my
personal reference. Because John Hendricks has been a good source of
information for me, I sent him a copy of the booklet as a courtesy
gesture. He then suggested I publish an expanded version of this in
book form. I was immediately interested, and when he graciously
accepted the request to serve as co-author, I decided, with his
knowledge and experience to support me, I could do it.
What definitions have been included in this book is arbitrary. We have
tried to include the more popular terms by drawing on a wide range of
resources. Inevitably, with a book of this nature, personal preferences
enter the picture. I am sure that every person reading this book will say
to himself at some point why did he bother putting that item in, or why
that illustration, or what about.
In any case I have worked on the assumption that a picture is worth a
thousand words, and so have kept the descriptive text to a minimum. I
have tried, when picking the illustrations, to find items of additional
interest besides just referring to the particular term being defined.
Hopefully, this will encourage the use of the book for browsing as well
as for reference.
xi
xii
PREFACE 2.
The analogy with squares and cubes is not complete,
for rows of numbers can be arranged side-by-side to
represent a visible square, squares can be piled one
upon another to make a visible cube, but cubes cannot
be so combined in drawing as to picture to the eye their
higher relations.
Magic Squares and Cubes, by W.S. Andrews, Dover Publication.
xiii
The old guard , adept in cubes, had just finished coining long
diagonal and space diagonal and here I had to put a halt to that
because for 4, 5, 6, 7, 8 dimensions you could not very well have short
diagonal, long diagonal and longer than that diagonal. I noticed
that when one traversed the square that 2 coordinates always changed
on a diagonal as you moved along it. Three coordinates changed for the
space diagonals of the cube, while only two coordinates changed for
the facial diagonals. Therefore, it was clearly in order to talk in terms of
2-agonal, 3-agonal, 4-agonal, , n-agonal depending upon how many
coordinates change as you move along one of them. This means that
triagonal, quadragonal, etc. were born and were a most logical solution
to the problem..
One of the greatest challenges of all, was the concept of a perfect
cube. As a boy, I learned that the four-space diagonals of a cube were
required as well as all rows, columns and pillars to sum a constant
magic sum. It was accepted that facial diagonals alone would be the
requirement for a perfect cube. Eventually, Benson and Jacoby made a
magic cube that had all broken triagonals and all broken diagonals
summing the magic sum in every cross-section of the cube. It was both
pandiagonal and pantriagonal. Thus, it was perfect.
Not until I made the perfect tesseract of order 16 and the 5-dimensional
perfect magic hypercube of order 32 did I realize that perfect means all
planar cross-sections are pandiagonal magic squares and all hypercubes
have everything summing the magic sum
Planck had shown that the order of the hypercube had to be 2n or more
before one could have pandiagonal squares with every cross-section.
However, not until I actually made one did the point become clear. So
the definition of perfect is upgraded. Through every cell on the
hypercube there are (3n-1)/2 different routes that must sum the magic
sum.
Over the years, it has been my pleasure to participate in the
development of mathematics and to offer what I can on the subject.
John R. Hendricks
xiv
Algorithm 1
A
Algorithm
A step-by step procedure for solving a problem by hand or by
using a computer.
Algebraic pattern
A generalized magic square, cube, tesseract, hypercube, or
border, etc. using algebraic digits for the numbers. A pattern is
used extensively for making inlays. See Solution Set.
Almost-magic Stars
A magic pentagram (5-pointed star), we now know, must have 5
lines summing to an equal value.
However, such a figure cannot be constructed using consecutive
integers.
Charles Trigg calls a pentagram with only 4 lines with equal
sums but constructed with the consecutive numbers from 1 to 10,
an almost-magic pentagram.
C. W. Trigg, J. Recreational Mathematics, 29:1, 1998, pp.8-11, Almost Magic
Pentagams
.. Almost-magic Stars
NOTE that by Trenklers definition, the order-5 almost-magic
star has only 3 lines summing correctly. Triggs order-5 (the
only order he defines) requires 4 lines summing the same.
Neither author has defined almost-magic for higher order stars.
NOTE2: This book will retain the customary n as the order for
magic stars but use m to indicate the order of magic squares,
cubes, etc, leaving n free to indicate dimension.
1
10
4
10
2
7
Trigg
6
8
SA5
Trenkler
Alphamagic square 3
Alphamagic square
22
18
28
15
11
12
25
10
Five
Twent y- eight
Twelve
t went y- t wo
f if t een
eight
eight een
t wo
t went y- f ive
Anti-magic graphs
See Graphs anti-magic
Anti-magic squares
An array of consecutive numbers, from 1 to m2, where the rows,
columns and two main diagonals sum to a set of 2(m + 1)
consecutive integers.
Anti-magic squares are a sub-set of heterosquares.
Joseph S. Madachy, Mathemaics On Vacation, pp 101-110. (Also JRM 15:4, p.302)
.. Anti-magic squares
65
34
20
22
64
15
13
35
19
23
13
10
67
16
12
38
21
15
25
70
14
32
11
18
24
61
11
10
31
12
14
17
16
63
33
30
37
36
29
68
69
60
62
66
71
Order
(m)
Magic
squares
Antimagic
squares
880
299,710
275,305,224
Anti-magic stars 5
Anti-magic stars
A normal magic star diagram, but instead of each line of 4
numbers summing to a constant, each line has a different sum. If
the sums consist of consecutive numbers, the star is anti-magic;
if the sums are not consecutive, the star is a heterostar.
The illustration shows two of the 2208 possible order-5 antimagic stars. Note that there can be no normal magic stars of
order-5, that is those using the integers 1 to 10. The smallest
series possible is 1 to 12 with no 7 or 11.
1
10
10
6
5
Arrays
An array is an orderly arrangement of a set of cardinal numbers,
algebraic symbols, or other elements into rows, columns, files, or
any other lines.
.. Arrays
NOTE. For these purposes, the arrays used for magic squares,
cubes and hypercubes would be narrowed down to square and
rectangular ones like matrices and their cubic and higher
dimensional equivalents.
An array may also be a variable in a computer program. For
these purposes, it would be the storage location for the magic
square, cube, etc.
Aspect
An apparently different but in reality only a disguised version of
the magic square, cube, tesseract, star, etc. It is obtained by
rotations and/or reflections of the basic figure.
Once one has a hypercube of any dimension, through mirror
images and rotations one can view the hypercube in many ways.
There are:
A = (2n) n! ways of viewing a hypercube of dimension n.
Dimension (n)
2
3
4
5
Name
square
cube
tesseract
hypercube
Aspects
8
48
384
3840
4 9 2
3 5 7
8 1 6
Rotate 90
8 1 6
3 5 7
4 9 2
8 3 4
1 5 9
6 7 2
Rotate 180
6 7 2
1 5 9
8 3 4
6 1 8
7 5 3
2 9 4
Rotate 270
2 9 4
7 5 3
6 1 8
.. Aspect 7
.. Aspect
Where n is the order (number of points) of a magic star there are
2n aspects for each star. NOTE that with rectilinear magic
arrays, the number of aspects is determined by the dimension.
With magic stars (which are normally only 2 dimensions) the
number of aspects is determined by the order.
See Isomorphisms.
19
26
10
6
23
16
14
12
21
5
25
18
22
20
4
24
17
9
11
13
27
15
24
17
16
23
16
14
10
15
20
13
22
11
14
12
21
10
19
13
12
18
11
25
42
80
64
24
35
46
60
17
50
61
12
43
75
68
25
30
72
20
31
54
56
13
38
76
37
78
71
19
33
53
55
15
48
59
16
41
79
66
23
34
67
27
29
49
63
11
45
74
44
73
69
26
28
51
62
10
52
57
14
39
77
70
21
32
65
22
36
47
58
18
40
81
Auxiliary square
See Intermediate square.
10
B
Base
Also called the radix. The number of distinct single-digit numbers,
including zero in a counting system.
When the radix. exceeds ten, then more symbols then the familiar 0, 1,
2, 3,...,9 are required. Sometimes Greek symbols are used. More
common is a, b, c, etc.
It is often convenient to use a number base equal to the order of the
magic figure. The number of digits making up the number in each cell
are then equal to the dimension of the magic figure. When the magic
square (or other figure) is completely designed, the numbers are then
converted to base 10 (decimal) and 1 is added to each to make the
series range from 1 to mn. where m = the order and n = the dimension.
13
22
11
18
20
21
16
5
25
14
3
23
12
7
24
17
1
27
10
6
19
15
26
12
14
15
12
16
11
10
13
11
12
10
14
34
78
11
66
65
53
29
79
15
9
50
um
28
81
co
l
38
61
69
fi
le
12
67
row
47
20
43
60
51
24
35
76
32
73
18
27
41
55
64
21
44
58
54
42
56
22
39
62
25
36
77
10
80
13
68
49
pillar
70
30
31
75
17
72
5
46
26
40
57
71
14
33
74
16
4
48
19
45
2
52
59
67
23
24
28
27
68
65
34
22
66
81
37
38
7
78
74
80
43
79
42
63
61
75
44
45
50
10
5
57
53
13
73
16
60
47
48
14
51
11
41
55
17
54
58
59
46
52
15
49
39
62
31
21
32
9
77
70
71
19
72
40
12
30
69
29
25
35
76
33
20
26
36
56
18
16
C Adjacent axis
Numbers
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
3
3
3
3
4
4
4
4
4
4
4
4
53
55
51
43
45
39
19
21
20
6
28
29
10
30
27
49
47
48
42
40
5
7
17
22
9
41
2
18
8
3
3
3
3
3
3
2
2
2
2
2
2
3
2
2
3
3
3
3
3
2
2
2
2
3
3
2
2
3
Numbers
38
46
54
34
1
12
11
26
16
15
25
35
36
31
37
32
33
44
50
4
3
13
23
24
56
58
52
14
57
3
3
3
3
1
2
2
2
2
2
2
3
3
3
3
3
3
3
3
1
3
2
2
2
3
3
3
2
3
4
4
5
5
5
5
5
5
5
5
6
6
6
10
10
10
10
10
11
11
11
11
11
12
12
13
13
13
14
Bent diagonals 17
Bent diagonals
Diagonals that proceed only to the center of the magic square
and then change direction by 90 degrees. For example, with an
order-8 magic square, starting from the top left corner, one bent
diagonal would consist of the first 4 cells down to the right, then
the next 4 cells would go up to the right, ending in the top right
corner.
Bent diagonals are the prominent feature of Franklin magic
squares (which are actually only semi-magic because the main
diagonals do not sum correctly).
Most bent-diagonal magic squares (and all order-4) have the
bent-diagonals starting and ending only in the corners. However,
some (including the order-8 example shown here) may use wraparound but must be symmetric around either the horizontal or the
vertical axis of the magic square.
For example: In the following magic square, line;
1 + 55 + 64 +10 + 47 + 25 + 18 + 40 is correct.
58 + 9 + 7 +52 + 21 + 34 + 48 + 31 is correct.
4 + 54+ 57 +15 + 42 + 32 + 19 + 37 is correct.
40 + 58 + 9 + 7 +10 + 24 + 39 + 41 is incorrect (
because it is not centered horizontally).
1
16
57
56
17
32
41
40
58
55
15
42
39
18
31
64
49
24
25
48
33
63
50
10
47
34
23
26
12
61
52
21
28
45
36
62
51
11
46
35
22
27
13
60
53
20
29
44
37
59
54
14
43
38
19
30
18
.. Bent diagonals
The Following are all magic:
Bimagic cube
A magic cube that is still magic when all integers contained
within it are squared.
Hendricks announced the discovery of the worlds first bimagic
cube on June 9, 2000. It is order 25 so consists of the first 253
natural numbers. The magic sum in each row, column, pillar, and
the four main triagonals is 195,325. When each of the 15,625
numbers is squared, the magic sum is 2,034,700,525.
The numbers at the eight corners are; 3426, 14669, 6663, 14200,
9997, 5590,12584, and 4491.
J. R. Hendricks, A Bimagic Cube Order 25, self-published 1999, 0-9684700-6-8 and
& H. Danielsson, Printout of A Bimagic Cube Order 25, 2000
Bimagic square
If a certain magic square is still magic when each integer is
raised to the second power, it is called bimagic. If (in addition to
being bimagic) the integers in the square can be raised to the
third power and the resulting square is still magic, the square is
then called a trimagic square. These squares are also referred to
as doublemagic and triplemagic. To date the smallest bimagic
square seems to be order 8, and the smallest trimagic square
order 32.
Benson & Jacoby, New Recreations in Magic Squares, Dover, 1976, 0-486-23236-0,
pp 78-92
.. Bimagic square 19
.. Bimagic square
1
23 18 33 52 38 62 75 67
48 40 35 77 72 55 25 11
65 60 79 13
21 45 28 50
43 29 51 66 58 80 14
19
63 73 68
26 12
46 41 36 78 70 56
24 16 31 53 39
76 71 57 27 10
15
47 42 34
20 44 30 49 64 59 81
32 54 37 61 74 69
22 17
20
34
33
32
18
21
19
29
11
18
20
25
25
12
11
16
30
22
23
13
16
17
13
20
17
12
26
19
31
24
10
15
14
10
24
21
15
14
27
22
23
35
28
36
10
2
24
16
13
10
2
24
16
13
19
11
8
5
22
19
11
8
5
22
3
25
17
14
6
3
25
17
14
6
12
9
1
23
20
12
9
1
23
20
21
18
15
7
4
21
18
15
7
4
10
2
24
16
13
10
2
24
16
13
19
11
8
5
22
19
11
8
5
22
3
25
17
14
6
3
25
17
14
6
12
9
1
23
20
12
9
1
23
20
21
18
15
7
4
21
18
15
7
4
10
2
24
16
13
10
2
24
16
13
19
11
8
5
22
19
11
8
5
22
3
25
17
14
6
3
25
17
14
6
22
C
Cell
The basic element of a magic square, magic cube, magic star,
etc. Each cell contains one number, usually an integer. However,
it can hold a symbol or the coordinates of its location.
There are m2 cells in a magic square of order m, m3 cells in a
magic cube, m4 cells in a magic tesseract, 2n cells in a normal
magic star, etc. (Note the use of n for order of the magic star.)
RouseBall & Coxeter, Mathematical Recreations and Essays, 1892, 13 Edition,
p.194
Column
Each vertical sequence of numbers. There are m columns of
height m in an order-m magic square.
See Orthogonals for a cube illustrating all the lines.
Complementary numbers
In a normal magic square, the first and last numbers in the series
are complementary numbers. Their sum forms the next number
in the series (m2 + 1). All other pairs of numbers which also sum
to m2 + 1 are also complementary.
If the numbers are not consecutive (the magic square is not
normal), the complement pair total is the sum of the first and the
last number.
Sets of two complementary numbers are sometimes called
complementary pairs.
Associated magic squares have the complementary pair numbers
symmetrical around the center of the magic square.
Please see Associated and Complementary magic squares.
Following are complementary magic squares. Because they are
associated, the middle number in the series is its own complement.
.. Complementary numbers 23
.. Complementary numbers
8
1669
199
1249
619
1039
1459
829
1879
409
409
1879
829
1459
1039
619
1249
199
1669
24
35
36
29
42
49
15
14
43
21
47
17
12
45
19
10
33
38
31
40
30
41
34
37
44
20
48
16
13
43
21
49
15
14
29
42
35
36
31
40
33
38
45
19
10
47
17
12
48
16
13
44
20
34
37
30
41
20 23 11
12
16 22 14
24 15
10 18 21
5
17
0
0
1
1
1
1
0
0
0
1
0
0
0
1
0
1
1
0
0
1
1
1
0
0
26
Components
A magic square, or cube, may be broken down into parts which are
called components. Some authors use the method of components to
build their magic squares. One of these methods which is most
meaningful is to show a magic square broken into two squares where
the various digits are separated, as shown below:
Magic
Square
Decimal
System
3s digit
ternary
number
system
Units
digit
ternary #
system
where the first square is a magic square in the decimal number system.
The second square is a Latin square in the ternary number system of the
3s digit. The third square, is a Latin square in the ternary number
system for the units digit and is a rotation of the second square, The
number one at the end balances the equation.
125
118
123
62
55
60
107
100
105
120
122
124
57
59
61
102
104
106
121
126
119
58
63
56
103
108
101
134
127
132
35
28
33
80
73
78
53
46
51
129
131
133
30
32
34
75
77
79
48
50
52
130
135
128
31
36
29
76
81
74
49
54
47
89
82
87
44
37
42
143
136
141
26
19
24
84
86
88
39
41
43
138
140
142
21
23
25
85
90
83
40
45
38
139
144
137
22
27
20
71
64
69
98
91
96
17
10
15
116
109
114
66
68
70
93
95
97
12
14
16
111
113
115
67
72
65
94
99
92
13
18
11
112
117
110
14
12
15
15
393
96
10
16
69
11
13
204 285
339
A.
231 150
42
B.
28
22
12
24
15
12
19
15
18
21
22
16
13
17
23
13
19
23
10
11
21
16
17
10
25
20
25
14
18
11
14
20
Constant (S)
The sum produced by each row, column, and main diagonal (and
possibly other arrangements). This value is also called the magic
sum.
The constant (S) of a normal magic square is (m3+m)/2
If the magic square consists of consecutive numbers, but not
starting at 1, the constant is (m3+m)/2+m(a-1) where a equals
the starting number and m is the order. If the magic square
consists of numbers with a fixed increment, then S = am +
b(m/2)(m2-1) where a = starting number and b = increment.
See Series.
.. Constant (S) 29
.. Constant (S)
For a normal magic square, S = m(m2+1)/2.
For a normal magic cube, S = m(m3+1)/2.
For a tesseract
S = m(m4+1)/2.
Coordinates
A set of numbers that determine the location of a point (cell) in a
space of a given dimension..
A coordinate system is normally not required for most work in
magic squares. But, for 3-dimensions, or higher, a coordinate
system is essential. Customarily, (x, y, z) are the coordinates for
3-dimensional space and (w, x, y, z) for 4-dimensional space.
Coordinates have been handled by Hendricks in a slightly
different manner. For dimensions less then ten, only one digit is
required per dimension, so the brackets and commas are not
required, thus permitting a more concise and space saving
notation.
For 2-dimensional space, the x-axis is in its customary position
left-to-right. The y-axis is also in its usual position but is
reversed. This is because of the way Frnicle defined the Basic
magic square.
The origin is considered as being at the top-left, rather than the
bottom left of the square.
Rows are parallel to the x-axis and columns are parallel to the yaxis. Pillars are parallel to the z-axis,
30
.. Coordinates
For three dimensions and higher a customary left-to-right x-axis;
a front-to-back y-axis; and, a bottom to top z-axis is used. Then,
the cube is ready to be presented in its usual presentation from
the top layer down to the bottom layer.
When working in 5- and 6-dimensional space and higher, it
becomes more expedient to use numbered axes and the
coordinates become:
(x1, x2, x3,,xi,.., xn)
for an n-dimensional magic hypercube. All xi must lie between 1
and m inclusive which is the order of the hypercube. There really
is no origin, or coordinate axes in Modular space. So, we simply
define them as passing through the coordinate (1,1,1,,1). A
row would be parallel to the x1 axis, a column parallel to the x2
axis, a pillar parallel to the x3 axis , a file parallel to the x4 axis
and we run out of names. Hence, we number the various kinds of
rows according to which axis they are parallel to and say that an
i-row lies parallel to the xi axis.
See modular space and orthogonal.
See Journal of Recreational Mathematics, Vol.6, No. 3, 1973 pp.193-201. Magic
Tesseracts and n-Dimensional Magic Hypercubes.
133
123
313
213
132
332
232
122
322
222
212
312
131
231
331
221
121
111
323
223
113
112
333
211
321
311
Coordinate iteration 31
Coordinate iteration
Coordinate iteration is a systematic process of moving at unit
intervals from 1 coordinate location to the next coordinate
location along a line in modular space.
Moving along any orthogonal line requires changing only one
coordinate digit, but moving along an n-agonal requires
changing all n coordinate digits. See orthogonal for an
illustration.
Coordinates could also be considered as the indices (subscripts)
of a variable array in a computer program used to store a magic
square, cube, etc., being generated or displayed. In this case,
iterating one subscript at a time would permit storing (or
retrieving) the value of the cells, as you move along the line.
See Pathfinder.
Corners
The corners are those cells where the lines that form the edges of
the hypercube meet. They have coordinates which are either 1 or
m, where m is the order of the hypercube. See Coordinates and
Magic tesseract for illustrations.
There are 2n corners in a hypercube of dimension n.
Counting
How many magic squares, cubes, tesseracts, etc. are there?
There is a long count and a short count. Seasoned researchers in
magic squares and cubes feel there is a duplication involved
when you count rotations and reflections of a known square.
Statisticians wishing to study the probability of a magic square,
require to know them all.
The number of variations, called aspects, due to rotations and
reflections varies with the dimension of the object. For a magic
square (dimension 2) there are 8 aspects. So, for example, the
researcher says there are 880 order-4 magic squares and the
statistician claims there are 7040.Close attention must be paid to
which number is being referred to. Normally, the count of magic
squares considers the basic squares only.
32
.. Counting
Then there are unique magic squares that can be transformed to a
range of magic squares. For example, order-5 has 3600 basic
pandiagonal magic squares. They are derived from 36 essentially
different squares that form 100 squares each by simple
transformations. Furthermore, these 36 squares in turn can be
formed from one square, using more complicated component
substitution methods.
Bensen & Jacoby, New Recreations with Magic Squares, Dover, 1976,
0-486-23236-0, p. 125
Crosmagic
An array of m cells in the shape of an X that appears in each
quadrant of an order-m quadrant magic square.
See Quadrant magic patterns and Quadrant magic square.
Cyclical permutations 33
Cyclical permutations
A pandiagonal magic square may be converted to another by
simply moving one row or column to the opposite side of the
square. For example, an order-5 pandiagonal magic square may
be converted to 24 other pandiagonal magic squares. Any of the
25 numbers in the square may be brought to the top left corner
(or any other position) by this method.
In 3-dimensional space, there can be cyclical permutations of a
plane face of a cube to the other side of the cube. Pantriagonal
magic cubes remain magic when this is done. In 4-dimensional
space, entire cubes may be permuted. The Panquadragonal magic
tesseract has this feature.
See also Transformations and Transposition.
J. R. Hendricks, American Mathematical Monthly, Vol. 75, No.4, p.384.
4
1
12
11
2
7
13
3
5
10
34
D
Degree (of a magic square.)
The power, or exponent to which the numbers must be raised, in
order to achieve a magic square. The term is used in Bimagic
and Trimagic squares.
Diagonal
Occasionally called a 2-agonal. See n-agonal. Also see Broken,
Leading, Long, Main, Right, Opposite Short, Short.
Diamagic
An array of m cells in the shape of a diamond that
appears in each quadrant of an order-m quadrant
magic square. For order-5 diamagic and crosmagic
are the same.
Diametrically equidistant 35
Diametrically equidistant
A pair of cells the same distance from but on opposite sides of
the center of the magic square. Other terms meaning the same
thing are skew related and symmetrical cells. The two members
of a complementary pair in an associated (symmetrical) magic
square are diametrically equidistant.
Y
Y
Digital equations
One uses modular arithmetic in finding the various digits that
comprise a number at a specific location in a magic square, or
cube.
If the digits of a number can be expressed as a function of their
coordinate location, then the equation(s) describing the
relationship can be called the digital equations. They are
sometimes referred to as congruence equations or modular
equations.
For example:
If at coordinate location (1, 3) we wish to find the number and it
is known that:
D2 x + y
(mod 3)
AndD1 2x + y + 1 (mod 3
then the two digits D2 and D1 can be found.
D2 1 + 3 4 1 (mod 3)
AndD1 2 + 3 + 1 6 0 (mod 3)
So the number 10 is located at (1, 3).
36
.. Digital equations
10 is in the ternary number system because the modulus is 3.
If the coordinate system is shown by:
(1,3), (2,3), (3,3)
(1,2), (2,2), (3,2)
(1,1), (2,1), (3,1)
and the numbers are all calculated as assigned to their respective
locations, then one achieves the magic square below in the
ternary number system which is then converted to decimal and
finally 1 is added to each number.
10
22
01
02
11
20
21
00
12
12
18
36
18
36
12
38
Doubly-even
The order (side) of the magic square is evenly divisible by 4. i.e.
4, 8, 12, etc. It is probably the easiest to construct.
The order-8 normal pandiagonal magic square shown here
contains an order-4 pandiagonal (not normal) magic square in
each quadrant and also an order-4 semi-pandiagonal magic
square in the center.
.. Doubly-even 39
.. Doubly-even
1
58
15
56
17
42
31
40
16
55
57
32
39
18
41
50
64
34
25
48
23
63
49
10
47
24
33
26
60
13
54
19
44
29
38
14
53
59
30
37
20
43
52
11
62
36
27
46
21
61
51
12
45
22
35
28
40
II
III
IV
VI
VII
VIII
IX
XI
XII
E
Embedded magic square
37
48
38
26
16
49
10
23
47
18
24
15
22
36
11
29
42
20
33
44
25
43
17
35
46
14
21
27
30
19
32
28
40
45
41
31
13
39
12
34
42
Order
Square
Cube
Tesseract
5-D
6-D
58
2992
543328
880
275305224
Aspects
48
384
3840
46080
Order Aspects
12
80
--
--
--
14
72
72
--
--
16
112
112
--
--
18
3014
1676
1676
--
10
20
115552
10882
10882
--
11
22
53528
75940
75940
53528
12
24
>500000
826112
>500000
>500000
Essentially different
There are 36 basic essentially different order-5 pandiagonal
magic squares each of which have 99 variations by permutations
of the rows, columns and diagonals. Rotations and reflections are
not included in this count, so the total number of order-5
pandiagonal magic squares is 3600 time 8 rotations and
reflections..
A magic square is essentially different from any other when it
cannot be generated from another essentially different magic
square by:
44
.. Essentially different
Which of the set of 100 in each case is the essentially different
one, is determined by
The number in the top left-hand corner is 1,
The number in the cell next to the 1 in the top row is less then
any other number in the top row, in the left hand column or in
the diagonal containing the 1, and
The number in the left-hand column of the second row is less
then the number in the left-hand column of the last row.
There are 3 essentially different pandiagonal magic squares of
order-4 each of which produces 16 variations..
There are 129,600 essentially different pandiagonal magic
squares of order-7 each of which produces 294 variations (there
are no normal pandiagonal magic squares of order-6).
14
20
23
15
18
21
22
10
13
16
11
17
24
19
25
12
Eulerian square
See Graeco-Latin square.
Even-order 45
Even-order
The order (side) of the magic square is evenly divisible by two.
See Doubly-even, Singly-even, Odd order.
This order-6 bordered magic square shown here is singly-even,
the inside order-4 magic square is doubly-even.
4
2
7
34
36
28
27
11
22
23
18
10
8
25
16
13
20
29
31
14
19
26
15
6
32
24
17
12
21
5
9
35
30
3
1
33
Exhaustive search
How do you find all magic squares of a given order?
There are many different methods that may be used to generate
magic squares. However, none will produce all magic squares. In
this age of computers, the alternative is to do a search using an
algorithm that is guaranteed to exhaust all possibilities i.e. to find
all the possible magic squares (of the desired order).
The number of possibilities to be investigated grow very rapidly.
Even lowly order-4 has 20,922,789,888,000 combinations of the
numbers 1 to 16 (42 factorial). Because of this, it is a practical
necessity to use shortcuts to eliminate impossible branches.
While all possible magic squares, including rotations and
reflections will normally be found in an exhaustive search, it is
simple to put conditions in the program to reject these disguised
versions.
46
.. Exhaustive search
As a point of interest, a simple program Heinz wrote to produce
a list of the 880 basic magic squares of order-4 took only 20
minutes on his 450 Mhz machine to search for and find all 880
basic solutions. It simply steps through the values for the
variables A to P assigned to the cells in row order starting with
the upper left cell. It has the following main features
A steps from 1 to 7
shortcut
B steps from 1 to 15
E steps from B + 1 to 16condition for basic magic square
D, M and P step from A + 1 to 16condition for basic square
Each line is tested when completed, program backtracks if line is
not correct shortcut
First column is tested when completed, program backtracks if
not correctshortcut
Expansion band
A band of cells that surround an inlaid or framed magic square.
See Framed magic square.
26
21
33
45
15
32
18
34
10
19
30
38
26
38
27
14
37
39
12
47
27
41
44
11
30
22
49
48
20
29
14
43
28
36
21
19
41
25
43
31
17
37
49
25
13
33
10
44
46
28
40
22
46
42
45
34
11
36
13
42
23
16
35
39
48
23
15
18
47
29
17
35
24
24
16
40
31
20
12
32
A.
B.
.. Expansion band 47
.. Expansion band
This illustration demonstrates a feature of framed magic squares
(and bordered magic squares). Each band may be independently
rotated and/or reflected. B. shows the inner order-3 (of fig. A) is
rotated 90 left, the first expansion band is reflected across the
lead diagonal and the outside band is rotated 90 right.
If used in an Inlaid magic cube, Hendricks refers to the
expansion band as an expansion shell.
J.R.Hendricks, Inlaid Magic Squares and Cubes, 1999, 0-9684700-1-7, pp35-48
87 80 85 57 24 17 22 57 69 62 67
82 84 86 57 19 21 23 57 64 66 68
83 88 81 57 20 25 18 57 65 70 63
57 57 57 57 57 57 57 57 57 57 57
42 35 40 57 60 53 58 57 78 71 76
37 39 41 57 55 57 59 57 73 75 77
38 43 36 57 56 61 54 57 74 79 72
57 57 57 57 57 57 57 57 57 57 57
51 44 49 57 96 89 94 57 33 26 31
46 48 50 57 91 93 95 57 28 30 32
47 52 45 57 92 97 90 57 29 34 27
48 File
F
File
The fourth dimension orthogonal line of numbers in a tesseract,
or higher order hypercube. Analogous to rows and columns, the
x and y direction lines of numbers in a magic square or cube, and
pillars, the z direction in a magic cube.
J.R.Hendricks, Magic Squares to Tesseracts by Computer, 1998, 0-9684700-0-9
52 61
14
62 51 46 35 30 19
13 20 29 36 45
53 60
11
59 54 43 38 27 22
12 21 28 37 44
55 58
57 56 41 40 25 24
10 23 26 39 42
50 63
16
64 49 48 33 32 17
15 18 31 34 47
50
The bent
diagonals
21
15
1
7
25
2
11
10
6
18
12
4
14
13
52
G
Generalized parts
Generalized Parts is a term coined by the late David Collison for
formations used in his patchwork magic squares. The parts may be any
size of magic square, rectangle, cross, elbow, tee, etc. The magic sum
for each line is determined by the number of cells in the line.
The examples shown here use consecutive numbers (pure), but in
context in a magic square, the numbers in the part will usually be nonconsecutive.
1 16
14 3
1 12
11 2
5
9
4
8
10
3
7
6
4
13
9
8
Small elbow
7 5 11 15
12 10 6 2
Tee
21
27
2
2
11
1024
128
64
512
32
2048
50
20
10
20
10
25
25
50
100
100
54
a b c d
c d a b
d c b a
b a d c
Latin square
Greek square
Graeco-Latin
Graph anti-magic
A graph with q edges is said to be anti-magic if it is possible to
label the edges with the numbers 1, 2, 3, , q in such a way that
at each vertex v the sum of the labels on the edges incident with
v is different.
Many anti-magic graphs are isomorphic to magic squares, as the
following example illustrates. This graph is isomorphic to the
order-4 anti-magic square shown in Anti-magic squares. Solid
vertices in this graph represent the rows of the magic square.,
hollow vertices the columns.
Note that unlike anti-magic squares, it is not required that antimagic graphs have the sums form a consecutive series. In fact,
for normal anti-magic squares, at least 1 of the two diagonals
must sum to a value in the middle of the series. In the case of this
graph, the sums form a series from 30 to 38 but with 34 missing.
2
3
15
12
10
8 14
11
1
16
6
13
Graph supermagic 55
Graph super-magic
A graph with q edges is said to be super-magic if it is possible to
label the edges with the numbers 1, 2, 3, , q in such a way that
at each vertex v the sum of the labels on the edges incident with
v is the same.
Many super-magic graphs are isomorphic to magic squares, as
the following example illustrates. Solid vertices in this graph
represent the rows of the magic square., hollow vertices the
columns. This graph is bipartite because no two like vertices are
directly connected by an edge.
7
2
9
4
3
6
15 14 4
12 6
10 11
13
2 16
15
1
4
14
10
13
3
16
5
12
6
11
56
5
3
2
2
4
9
1
10
12
4
10
3 12
10
3
6 12
8 10
12
1
3
4
10
8 8
9
4
3
6
2 12
10
8 5
12
8
Heterosquare 57
H
Heterosquare
Similar to a magic square except all rows, columns, and main
diagonals sum to different (not necessarily consecutive) integers.
A simple method of generating any order heterosquare is to write
the natural numbers from 1 to 9 in a spiral, starting from a corner
and moving inward, or starting from the center and moving out.
Another method that works for order-4 is to simply write the
numbers in turn line by line, then interchange the 15 and 16 in
the last two cells. A subset of heterosquare is the anti-magic
square.
34
19
10
26
21
10
11
12
42
18
13
14
16
15
58
16
17
12
15
28
32
37
39
33
A. order-3, spirol
B. Order-4, in line
Hexadecimant.
The 4-dimensional equivalent to the 2-dimensional quadrant and
the 3-dimensional octant. These terms are generally more
meaningful with magic squares, cubes and tesseracts of even
order. A magic tesseract may be partitioned into 16 zones which
are each called a hexadecimant.
58
Horizontal step
A magic square may consist of m series of numbers (m = order
of the magic square).
This term refers to the difference between adjacent numbers in
each of the m series. It is not a reference to the columns of the
magic square. The difference between the last number of a series
and the next number of the following series is called the vertical
step.
In a normal magic square, the horizontal step and vertical step
are both equal to 1.
10
10
11
11
Horizontally paired
Two cells in the same row and the same distance from the center of the
magic square.
Hypercube
A geometric figure consisting of all angles right and all sides
equal. Normally applied to figures of five or more dimensions.
However, a square, cube and tesseract may be considered
hypercubes of two, three and four dimensions. See magic
hypercube.
i-row 59
I
i-row
An i-row is a row, column, pillar, file, etc., of an n-dimensional
hypercube of order-m. Some authors refer to these as the
orthogonals because they are all mutually perpendicular to each
other.
Customarily, a row runs from left to right; a column from front
to back; a pillar runs up and down and a file runs obliquely to the
other three in the projection of a tesseract. There are n(mn-1) irows in an n-dimensional hypercube of order-m. See orthogonals
for an illustration.
60
Index
The position in a list of magic squares of a given order where a given
magic square fits, after it has been converted to the standard position.
The correct placement or index of magic squares is determined by
comparing each cell of two magic square of the same order starting
with the top leftmost cell and proceeding across the top row, then
across the second row, etc. until the two corresponding cells differ. The
magic square with the smallest value in this cell is then given the lower
index number. See also basic and normalized position.
The concept of indexing is important because it permits direct
comparison of lists of solutions compiled by different researchers.
The index was designed by Bernard Frnicle de Bessy in 1693 when he
published the 880 basic solutions for the order-4 magic square.
Magic stars may be indexed in a similar fashion.
Only normal magic squares and magic stars may be indexed because
non-normal types of these cannot be ordered.
Index # 1
Index # 2
Index # 3
15
16
15
16
16
15
12
14
13
14
13
14
13
10
12
10
12
11
11
11
10
A.
10
11
3
5
B.
12
.. Index 61
.. Index
#
1
2
3
4
5
6
A
1
1
1
1
1
1
b
2
2
2
2
3
3
c
11
11
12
12
10
10
79
80
5 3 7
6 1 9
D
12
12
11
11
12
12
e
3
4
3
4
2
2
f
5
3
4
5
4
7
G
6
7
8
6
8
5
h
10
8
7
10
6
9
i
9
10
10
9
11
11
J
8
5
5
7
5
8
K
4
6
6
3
9
6
L
7
9
9
8
7
4
11 1 4 10 2 9 6 12 8
10 2 3 11 4 5 8 7 12
62
17 25 13
18 15
6 12
23 4
16 24
5
7
14
10
17
18
24
25
11
25
24
12
17
10
23
19
13
21
18
11
13
15
22
23
15
20
16
14
16
20
12
19
22
21
A. Inlaid
B. Bordered
Intermediate square
An array formed with upper and lower case letters. By suitable
arrangement of these letters and then assigning values to them, a magic
square may be produced
For order-5, normally the values 0, 5, 10, 15 and 20 are assigned to the
capital letters, and 1, 2, 3, 4 and 5 to the lower case letters in various
combinations. If the letters are arranged so that one upper case and one
lower case letter appears in each row, column and diagonal, the square
is referred to as regular.
Note: Hendricks refers to this type of square as analytical. However, he
uses base m, where m is the order or the magic square. The letters then
represent the digits (i.e. the value are not added together). See
representation.
Generally speaking, an intermediate square may be considered a square
designed as an intermediate step in the construction of a magic square.
A+a
C+d
E+b
B+e
D+c
B+b
D+e
A+c
C+a
E+d
C+c
E+a
B+d
D+b
A+e
D+d
A+b
C+e
E+c
B+a
E+e
B+c
D+a
A+d
C+b
64
.. Intermediate square
Solution Set
1
13 19 25
14 20 21 2
22 3
15 16
A=0
B=5
a=1
b=2
C = 10 c = 3
10 11 17 23 4
D = 15
18 24 5
E = 20 e = 5
12
d=4
Irregular
See Regular & Irregular
66
49
39
16
14
40
78
64
69
30
56
79
10
27
51
35
61
44
11
36
20
19
75
57
67
50
45
28
24
80
1
25
15
66
58
41
54
81
12
34
71
47
17
55
33
74
26
52
18
37
42
73
21
68
31
29
72
59
22
80 25 54 15 41
24 50 13 37 66 29 62 7 81
34 63 6 77 22 46 12 38 71
47 17 43 72 33 59 4 73 21
55 3 74 26 52 18 42 68 31
65 - The order-9 diamagic square used to generate the
isolike magic star (above).
NOTE that we have used m to indicate the order of the magic
squares but the traditional n for the order of the magic star.
See more on this subject at http://www.geocities.com/~harveyh/panmagic.htm
and http://www.adworks.myweb.nl/Magic/
Isomorphisms.
A one-to-one correspondence between the elements of two or
more sets that preserves the structural properties of the domain.
Aale de Winkel of the Netherlands who studies these things in ndimensional space, points out that there are four basic
isomorphisms which leave the numbers on the lines, (i-rows),
parallel to the hypercube axes, merely reordered.
1.
2.
3.
4.
The reflection
The transposition: This is a reflection of a square across its main
diagonal. For a cube, this might be a rotation around its main
triagonal.
The pan(re)location: For a magic square see Cyclical
Permutation.
The hyperagonal permutation.
68
14
25
18
2
23
15
4
9
10
17
21
5
8
19
11
24
20
3
22
12
13
14
25 18
15 23 16
17
13 21
11 22 19
24
20
12
10
Original
Reflected horizontal
Reflected vertical
70
J
Jaina magic square
Named for the first type of this square found as a Jaina
inscription from the 12th or 13th century found in the City of
Khajuraho, India.
Now commonly called pandiagonal magic squares.
W. S. Andrews, Magic Squares and Cubes, Dover, Publ., 1960, pp124-125
1
4
16
27
35
11
18
34
37
14
12
31
13
25
10
29
15
2
6
K
Knights tour magic square
The numbers are placed in the cells by following moves of a
chess knight. Many such tours are possible and many of these
symmetrically beautiful. If there is one knight move from the last
move on the board back to the first move, the tour is said to be
re-entrant. The problem is to end up with a square that is magic.
It seems that no such magic square can exist for order-8, the size
of a chess board. The best that can be hoped for is a semi-magic
square with rows and columns, but not diagonals, summing
correctly to 260.
20
17
36
13
64
61
34
18
37
14
21
60
35
12
63
25
16
19
44
62
33
56
38
45
26
59
22
55
11
27
24
39
43
10
57
54
40
49
46
23
58
32
47
28
51
42
30
53
50
41
48
29
52
31
72
2 8 9
10
7
1
11
3
10
8
2
11
S=
19
5
6
S=
21
1
1 9 10
6
4
12
3
12
4
5
7
9
11
8
7
S=
20
4
6
2
5 3 12
6 4 12
9
2
S=
7
8
22
5
3
10 1 11
Latin square 73
L
Latin square
A Latin square is an m x m array of m symbols in which each
symbol appears exactly once in each row and each column of the
array. It is not required that the same condition apply to the
diagonal. If they do, the square is called a diagonal Latin square.
Latin squares are frequently used for generating magic squares.
In this case, usually, but not always, they are diagonal Latin
squares. The traditional literal symbols are used when algebraic
digits are required. When numerical symbols are required, they
are specifically 0, 1, 2, , m-1.
1
3
0
2
1
3
0
2
0
2
1
3
0
2
1
3
3
1
2
0
1
3
0
2
2
0
3
1
0
2
1
3
1
3
0
2
0
2
1
3
3
1
2
0
2
0
3
1
0
2
1
3
3
1
2
0
2
0
3
1
1
3
0
2
74
.. Latin square
The sum of a numerical Latin square
is
S =
m ( m 1)
2
Leading diagonal
Also called left diagonal. It is the line of numbers from the upper
left corner of the magic square to the lower right corner.
See Main Diagonals.
Lines of numbers
In a magic square, cube or hypercube these are more specifically
referred to as rows, columns, diagonals, pillars, files, triagonals,
quadragonals, etc. Each line contains m numbers where m is the
order of the magic array. See also, orthogonals.
In a magic star they are the set of numbers forming a line
between two points.
In a normal magic star there is always four of these numbers per
line, regardless of the order of the star. An ornamental magic star
may have a set of any size.
Literal square
In 1910 Bergholt published a general form square that works
with appropriate solution sets to generate any order-4 magic
square.
Aa
C+a+c
B+bc
D-b
D+ad
Aa+d
Cbd
B+bd
B+b
Dac
Ab+c
C+a
.. Literal square 75
.. Literal square
A = 15
a = 12
10
16
B=8
b=4
13
11
C=2
c = -4
15
D=9
d=8
12
14
Long diagonal
Used by many authors on magic cubes to mean the diagonals
which run from a corner of the cube, through the center to the
opposite corner.
Hendricks uses triagonal, or 3-agonal instead.
See Triagonal and Short diagonal.
14
1
18
17
13
19
13
16
17
15
6
9
12
18
14
9 3
5
12
10
19
6
11
16
15
11
7
5
10
76
18 10 2 43 42 34 26
12 4 45 37 29 28 20
6 47 39 31 23 15 14
49 41 33 25 17 9
36 35 27 19 11 3 44
30 22 21 13 5 46 38
24 16 8
7 48 40 32
Lringmagic
An array of n cells in the shape of a large ring that appears in
each quadrant of an order-n quadrant magic square. For order-5
lringmagic and crosmagic are the same.
See Quadrant magic patterns and Quadrant magic square.
M 77
M
M
M indicates the order or number of cells per side of a magic
hypercube of dimension n.
Many authors use n for this purpose. Hendricks (and this book)
use m for this purpose and reserve n for specifying the
dimension.
However, the more traditional n will be used to indicate the order
of magic stars because normally they are only 2 dimensional (but
see Magic star .. 3-D).
M2 ply
A square is said to be m2 ply when the number in any m x m
group of cells give a constant sum in an arithmetic magic square
, or a constant product in a geometric magic square.
The illustration shows an order-6 pandiagonal geometric magic
square that is 22 ply and 32 ply. The magic product of any 2 x
2 square is 2,176,782,336 and any 3 x 3 squares is
1,023,490,369,077,469,249,536. The magic product of any of the
24 rows, columns or diagonals of the order-6 square is
101,559,956,668,416.
729
16
23328
11664
32
576
324
18
5184
36
162
3888
96
243
48
7776
46656
1458
64
2916
1296
288
81
144
2592
192
972
15552
12
486
78
15
11
13
14
12
16
10
11
6
15
14
16
13
12
10
Magic cube
An m x m x m array of cells with each cell containing a number,
usually an integer. These numbers are arranged so that the sum
for each row, each column, each pillar, and the four main
triagonals are all the same. Note that it is not required that the
squares in the 3m planes of the cube have correct diagonals.
If the number series used is consecutive from 1 to m3., the cube
is normal (see next entry). If you added 2 to each number of the
cube in the next illustration, the result would be a non-normal
(impure) magic cube Another example of an impure magic cube
is one constructed only of prime numbers.
11
7
23
10
12
22
25
15
14
1
26
27
13
3
20
16
6
19
18
24
17
5
21
80
Magic diamond
A magic diamond is a magic square rotated 45 degrees. It is
quite similar to a Serrated magic square.
See Inlaid magic diamond.
Magic Graph
See Graphs
Magic hypercube
An n-dimensional array of mn cells containing the numbers1, 2,
, mn arranged in such a way that all rows, columns, etc sum the
magic sum, as well as the 2n-1 n-agonals.
Dimension
Squares
cubes Tesseracts
5-D
Hyp.
2m
3m
3m
4m3
6m2
4m
5m4
10m3
10m2
5m
6m5
15m4
20m3
15m2
7m
21m
35m
35m
6m
21m2
Magic lines 81
Magic lines
Lines connecting the centers of cells of a Pure Magic Square in
the number order. The line diagrams produced may be used for
purposes of classification.
If the areas between the lines are filled with contrasting colors,
interesting abstract patterns result. These are also called
sequence patterns.
1
6
16
11
15
12
2
5
4
7
13
10
14
9
3
8
Magic object
Used in this book as a general term to indicate any array or other
magic figure that has a magic sum, product, etc. that is in
proportion to the number of cells in the line. Some magic objects
are square, cube, star, circle, rectangle, generalized part, graph,
etc.
82
Magic rectangle
A rectangular array of cells numbered from 1 to m. All rows sum to the
value which is the mean of each cell times the number of cells in the
row. Likewise, all columns sum to the value which is the mean of each
cell times the number of cells in the column. Neither Andrews,
Collison, Hendricks, Moran, Trenkler, or de Winkel require that the
diagonals be magic.
A simple way to construct a magic rectangle, is to take the several layer
of a magic cube and place them side by side. If the cube is diagonal,
pandiagonal or perfect, the diagonals will be correct, otherwise not.
Ed Shineman, in a letter dated March 27, 2000, provided a 4 x 16
magic rectangle in which 4 equally spaced leading and right diagonals
summed correctly.
8
12
22
1
14
27
6
16
20
17
21
4
10
23
9
15
25
2
26
33
13
19
5
18
24
7
11
Magic square
An m x m array of cells with each cell containing a number. These
numbers are arranged so that the sum for each row, each column, and
the two main diagonals are all the same. If the numbers used are from 1
to m2 it is a normal magic square. If it has no special features, it is a
simple magic square.
n is called the order by many authors so in that case the array is n x n.
NOTE: In geometry, n is used for the dimension, so when Hendricks
extended the notion of magic squares to higher dimensions, he found it
more practical to use m for the order and reserve n for the dimension of
the magic hypercube. This is the practice that will be followed
throughout this book.
.. Magic square 83
.. Magic square
32
4 23 3 28
17 12 49
22
26 33
10 47
25
19 11 31 20
64 24 35 46 60 17
52 57 14
9
40 74 72 22 29 54 58 11
48 59 16
44 73
41 79 66 23 34
38 81 67 20 36 49 56 18
71 19 33 53 55 15
50 61 12
2
42 80
39 77 70 21 32
69 26 28 51 62 10
4
37 78
43 75 68 25 30
45 76 65 27 31 47 63 13
84
Magic star
The magic star shown here is index number 437363 of a total of
826112 basic order-12 magic stars of pattern B. Each of 12 lines
of 4 numbers sum to 50. The complement of this star is # 3737
and the complement pair is # 1960. It is normal because it uses
the consecutive numbers from `1 to 2n.
There are a total of 4 patterns for this order. The 826112
solutions of pattern b were found by an exhaustive computer
search lasting 39.5 days. I have found many solutions for each of
the other order-12 patterns, but have been reluctant to devote the
necessary computer time to find all of them.
Note the use of n to indicate order. For orthogonal magic arrays,
this book uses m to indicate order, and n to indicate the
dimension.
See Magic star, normal for more information on this subject and
2
an order-11 example.
20
6
22
21
13
9
23
10
12b
16
4
19
24
3
Index # 437363
15
17
7
12
5
18
11
14
15
11
8
1
4
19
13
7
16
3
18
11B
11b
17
Index # 75931
10
20
2
5
14
22
86
#
Series
1 to 12
Patterns
(graphs)
Basic
Solutions
Aspects
24
Continuous
12*
10
1 to 12
26
2 triangles
80
12
1 to 14
30
a-Continuous
b-Continuous
72
72
14
1 to 16
34
a-2 squares
b-Continuous
112
112
16
1 to 18
38
a-Continuous
b-3 triangles
c- Continuous
3014
1676
1676
18
10
1 to 20
42
a-2 pentagrams
b-Continuous
c-2 pentagons
10882
115522
10882
20
11
to 22
46
a-Continuous
b-Continuous
d-Continuous
c-Continuous
53528
75940
53528
75940
22
12
1 to 24
50
a-2 hexagons
b-3 squares
c-4 triangles
d- Continuous
>600000
826112
>600000
>600000
24
1
16 9
4
13
14
M
S10
10-A
18 5
17 3
19
10 7
15
9
20
18
2
8 11
12
1
17
16
14
10
6
5
2
13
15
M
T10
10-A
12
11
19
20
88
.. Magic star..3-D 89
.. Magic star.. 3-D
2
6
17
15
11
4
13
10
14
12
16
Magic Sum
The value each row, column, etc., sums to is called the magic
sum. It is denoted by S.
For a normal n-dimensional magic hypercube of order-m the sum
is
m (mn + 1).
See constant and Summations.
For a magic star, S is the sum of the numbers in each line. For a
normal magic star of order-m, S = 4n + 2.
90
.. Magic Sum
Magic Cube
Magic Tesseract
Regular
Regular
Regular
m rows
m2 rows
m3 rows
m columns
m2 columns
m3 columns
2 diagonals
m2 pillars
m3 pillars
4 3-agonals
m3 files
8
Perfect
Perfect
4-agonals
Perfect
m rows
m2 rows
m3 rows
m columns
m2 columns
m3 columns
m2 pillars
m3 pillars
2m diagonals
4m2 3-agonals
m3 files
6m2 2-agonals
8m3 4agonals
12m3 3agonals
16m3 2agonals
Magic tesseract 91
Magic tesseract
A magic tesseract is a four-dimensional array, equivalent to the
magic cube and magic square of lower dimensions, containing
the numbers 1, 2, 3, , m4 arranged in such a way that the sum
of the numbers in each of the m3 rows, m3 columns, m3 pillars,
m3 files and in the eight major quadragonals passing through the
center and joining opposite corners is a constant sum S, called
the magic sum, which is given by: S = m(m4+1) and where m
is called the order of the tesseract.
A magic tesseract is also called a 4 dimensional hypercube.
A magic tesseract contains 54 number squares and 8 border
number cubes, not necessarily magic.
27
68
59
46
67
30
48
17
41
65
34
52
36
15
23
14
55
92
.. Magic tesseract
24
34
31
71
21
27
28
68
22
35
66
72
19
32
29
69
25
36
64
23
20
33
70
67
26
30
(3, x, y, 1)
(3, x, y, 2)
(3, x, y, 3)
43
74
80
40
37
77
44
75
41
81
78
38
73
45
42
79
39
76
(2, x, y, 1)
(2, x, y, 2)
(2, x, y, 3)
52
56
15
12
49
62
59
18
46
57
13
53
50
63
10
16
47
60
14
54
55
61
11
51
48
58
17
(1, x, y, 1)
(1, x, y, 2)
(1, x, y, 3)
.. Magic tesseract 93
.. Magic tesseract
Comparing Order-3 Hypercube Dimension Facts
Dimension
Correct
lines
# of Basic
Aspects
31
48
116
58
384
421
2992
3840
1490
543328
46080
1
6
11
15
17 3
12
14
9
10
13 2 16
18
94
1
18 14
16 15 2
8
6
4
9 5
A.
2
1
7
3 10
6
13 19
20 4 17
B.
8 21
5 11
7 10 12
Main Diagonals
The two diagonal series of cells that go from corner to corner of
the magic square. Each must sum to the constant in order for the
array to
be magic. The leading (or left) diagonal is the one from upper
left to lower right. The right diagonal is the one from lower left
to upper right.
Mapping 95
Mapping
Mapping is a transformation of one image into another one. See
also Graphs, Isomorphic magic stars and Magic circles.
5
11
6
3
12
10
1
5
12
11
6 2
3
8
9
12
10
10
11
16
13
10
14
11
10
13
14
15
12
12
15
16
1
7
11
3
8
9
96
Modular arithmetic
Any system of arithmetic in which any two numbers are
equivalent when they differ by an integral multiple of the
modulus. For example, one writes:
x y (mod m)
means that x-y is divisible by m. Sometimes, this is called clock
arithmetic, which has a modulus 12. Because of the modulus,
this is often called a congruence equation and the regular
congruence symbol with three bars is used instead of the equal
sign.
Collins Dictionary of Mathematics. Hendricks, et al, uses
modular equations to find the digits of a number at a given
location in a magic square, cube, or hypercube.
Modular space
Instead of having the customary infinite continuous
mathematical space for studying magic squares, etc., a lattice, or
framework is designed sufficient to hold the numbers in a square
array, or a cubic array. The x-axis is then of finite length and is
selected to be the same as the order of the magic square, or cube.
This way, there is always a position for each number and a
number at each position. However, the x-axis is bent around and
joins itself in a circle. The order m is modulo m. The y-axis
undergoes the same treatment. One ends up with the best
representation of a 2-dimensional modular space is on the
surface of a donut. The x-axis goes around the ring, torus, or
donut one way and the y-axis perpendicular to it the other way.
The advantage of modular space is that all diagonals become
continuous. The disadvantage is that it seems strange at first.
See coordinates, n-agonals, and Triagonals.
Monagonal
The orthogonal lines of a magic rectilinear object. Also called irows, 1-agonals, summations, orthogonal.
63
61 12 54 10 56
16 50 14 52
59
57
17 47 19 45 28 38 26 40
32 34 30 36 21 43 23 41
53 11 55
64
60
49 15 51 13
58
62
37 27 39 25 48 18 46 20
44 22 42 24 33 31 35 29
95 - An order-8 most-perfect magic square.
K. Ollerenshaw and D. Bre, Most-Perfect Pandiagonal Magic Squares, IMA 1998,
0-905091-06-X
Ian Stewart, Mathematical Recreations, Scientific American, November 1999
Note that both these authors use the series from 0 to m2-1 for
mathematical convenience. The sum of each 2 by 2 square array
is then 2m2-2. They also use n to indicate the order. In keeping
with the rest of this book, we use m for this purpose and reserve
n (when required) for dimension.
H.D.Heinz, http://www.geocities.com/~harveyh/most-perfect.htm
98
12
21
122
24
306 448
221
42
36
63
224 102
48
366
A.
12
422 201
603 844
84
663
63
84
B.
24
36
48
21
42
N (or n) 99
N
N (or n)
n is used for many things in mathematics. In Geometry it is often
used for the dimension. In magic squares it has been used for the
order. And, when you are counting it may stand for the number
of objects. When it comes to magic cubes, tesseracts and
hypercubes n could very well stand for each of these.
So for higher-dimensional spaces Hendricks (and this book) uses
n for the dimension, m for the order and N for the number of
things. Note, however, that this book still uses n to indicate the
order of magic stars.
n-agonals
A line going from 1 corner, through the center to the opposite
corner, of a magic hypercube greater then dimension-2. Also
called space diagonal. (A 1-agonal is an i-row (orthogonal line).)
Number of broken n-agonals for each continuous one
n
2 seg.
3 segments
4 segments
Total
M1
3(m-1)
(m-1)(m-2)
m2
2(5m-8)
2(2m27m+7)
(m-1)(m-2)(m3)
m3
100
greater then
Hypercube
point
line segment
a square
a cube or hexahedron
a tesseract
a hypercube
Normal
When used in reference to a magic square, magic cube, magic
star, etc, it indicates that the magic array uses consecutive
positive integers starting with 1 and going to mn (or 0 to mn 1).
An equally popular term for this condition is pure.
Normalized position
See Standard position.
Number of .. 101
Normalizing
Rotating and/or reflecting a magic square or magic star to achieve the
standard position so the figure may be assigned an index number. This
changes an aspect of the magic object to the basic orientation.
Number of ..
Anti-magic squares: see Anti-magic squares
Aspects of a magic square: see Aspects.
Aspects of a magic star: See Magic star, normal.
Basic magic tesseracts: see Basic magic tesseract
Correct lines in a tesseract: see Perfect tesseract
Cubes in a 5-D hypercube; see Magic hypercube
Diagonals in a tesseract: see Summations.
Order-4 magic square types: see Dudeney groups
Squares in a cube: see Magic hypercube
Third order magic squares: see Enumeration-squares
Number square
A square containing different numbers but is not necessarily
magic. One could extend this definition to higher dimensions.
1
A.
B.
C.
D.
102
O
Octants
The eight parts of a doubly-even order magic cube if you split
the cube in half in each dimension. i.e. if you divide an order-8
cube in this fashion, the octants are the eight order-4 cubes
positioned at each of the eight corners of the original cube.
J.R.Hendricks, Inlaid Magic Squares and Cubes, Self-published 1999,
0-9684700-1-7, pp 123-129
Odd order
The order is not divisible by 2, i.e. 3 (the smallest possible magic
square), 5, 7, etc.
14
10
17
18
11
25
24
19
13
21
22
23
15
16
20
12
Oddly-even order
See Singly-even.
Opposite corners
The two cells that are at the ends of an n-agonal are also at
opposite corners of the hypercube.
A corner has coordinates which have either a 1, or an m for
each coordinate. Simply replace the one by the other to obtain
the coordinates of the opposite corner. For example in a 5dimensional magic hypercube, you have a corner at (1,m,1,1,m)
so the opposite corner would be at (m,1,m,m,1).
See Coordinates, Magic tesseract and Perfect magic tesseract for
examples.
104
11
11
Order-m
Hendricks (and this book) always uses m to indicate the order or
number of cells per side of a magic square, cube tesseract, etc. n
is reserved to indicate the number of dimensions of the magic
object.
Order n
n traditionally indicates the number of cells per side of the magic
square, cube, tesseract, etc. However, because he does so much work in
multi-dimensions, Hendricks (and this book) uses m for this purpose.
For a magic star, n indicates the number of points, (and the order) in the
star pattern.
223
283
200
322
163
164
177
408
336
244
12
178
228
122
24
306
448
227
258
36
488
112
204
257
308
224
102
48
366
307
161
282
205
323
162
222
Order, even
The order is evenly divisible by 2. Order 4 is the smallest even
order magic square (it is also doubly-even).
See Even Order and Order, doubly-even for examples.
Order, odd
The order is not divisible by 2, i.e. 3 (the smallest possible magic
square), 5, 7, etc.
See Odd order for an example.
106
Order, singly-even
The order is evenly divisible by 2 but not by 4. i.e. 6, 10, 14, etc.
This order is by far the hardest to construct.
See Order, doubly-even for an example.
1
40
70
71
66
36
55
56
26
35
65
64
57
37
21
25
46
7
34
54
67
31
45
14
27
47
74
61
42
79
77
78
44
43
24
23
17
22
11
80
76
19
10
30
41
15
60
50
20
16
75
51
18
49
29
12
13
28
48
73
72
32
9
8
33
53
68
69
52
39
59
62
63
58
38
17
19
1
6
3
23
15
20
10
13
12
7
21
9
2
37
8
14
11
16
31
36
108
Orthogonal
Lines that are perpendicular to each other. In the magic square,
the rows and columns are orthogonals.
pillar (z)
333
133
123
313
113
222
322
diag
ona
l
column (y)
112
tr
ia
go
n
al
113
111
211
311
row (x)
71
51 32 50
80
79
21 41 61 56 26 13 69 25 57
31 81 11 20 62 64 18 63 19
34 40 60 43 28 65 17 55 27
48 42 22 54 39 75
10 72
68 53 15 33 16 44 58 77
14 29 67 49 66 24 38 59 23
76 37 70 73
74 78 46 47 52
45 12
36 30 35
6
22
25
32
1
17
19
20
28
12
10
7
23
26
9
27
31
15
24
11
8
4
14
5
13
16
3
18
29
30
21
110
P
Palindromic magic square
Palindromes are numbers (or letters) that read the same right-toleft as left-to-right. Palindromic magic squares may be any type
of magic square, but consisting only of palindromes.
Pandiagonal
Pandiagonal means all diagonal, which means that the broken
diagonals are also included. Sometimes pan-2-agonal is used,
instead, especially in n-dimensional space. A 2-agonal is
described through space if any two coordinates change while the
rest remain constant.
For example in a cube of order 4, one could describe a diagonal
through (1,2,3) by holding y constant while x and z are allowed
to change. Such a set could be:
(1,2,3) ; (4,2,4) ; (3,2,1) ; and (2,2,2)
.. Pandiagonal 111
.. Pandiagonal
In this example x is decreasing in increments of one and z is
increasing by increments of one and all coordinates are kept
within the modulus 4. There are N = n!.mn-1/(n-2)! diagonals in
an n-dimensional magic hypercube of order m, including the
broken ones.
The broken diagonals in a magic square consist of two elements.
In a magic cube there are 2 or 3 element broken triagonals. In a
magic tesseract they may are 2, 3, or 4 element broken
quadragonals. Etc.
See Broken diagonal pair for an illustration
112
18
24
15
12
20
21
19
25
11
10
16
22
13
12
20
21
23
14
17
10
16
22
13
18
24
15
23
14
17
19
25
11
A.
B.
Pan-magic stars
An order-8A type magic star then can be constructed by a
systematic transformation of odd-order pandiagonal magic
squares greater then order-5. The outside diagonals of the magic
star are formed from pandiagonal pairs one member of which is
a corner cell.
Aale de Winkel investigated this type of magic star in the spring
of 1999 which later resulted in his and my joint investigation of
Iso-like magic stars. (Iso-like magic stars do not require that the
generating square be pandiagonal, but instead uses plusmagic or
diamagic patterns of a Quadrant magic square.)
22
47
17
36 25
13
41
6
35
34
33
3
14 45
44
24
20
49
15
21
42
23 12
31
40
39
39
28 10 48 30 19
1
29 18
7 38 27
26
47
46
16
114
.. Pan-magic stars
1
19
30
48
10
28
39
49
11
22
40
20
31
41
21
32
43
12
23
33
44
13
24
42
15
25
36
16
34
45
14
17
35
46
26
37
27
38
18
29
47
Pan-n-agonal.
All coordinates are changing in unit intervals either plus, or
minus, as one describes a path through space. In an ndimensional magic hypercube of order m, the number of ragonals, where 1<r<n+1 is given by N which is:
N = 2r-1.nCr.mn-1
where m is the order, n is the dimension, r is the space diagonal
of the rth dimension and where C stands for the customary
combinations.
Panquadragonal
Broken quadragonal pairs that are parallel to a quadragonal and
that sum to the magic constant. If all these pairs sum correctly,
the magic tesseract is panquadragonal. It is analogous to a
pandiagonal magic square but instead of moving a row or
column from one side to the other and maintaining the magic
properties, you move any cube from one side to the other. When
one moves along the panquadragonal, 1 cell at a time, four
coordinates change. See also, Pantriagonal.
J.R.Hendricks, Magic Squares to Tesseracts by Computer, 1999
J.R.Hendricks, The American Mathematical Monthly, Vol. 75, No. 4, April 1968,
p.384
Pantriagonal 115
Pantriagonal
Sometimes called Pan-3-agonal.
This term is used for cubes, or high dimensional hypercubes. In
n-dimensional space, if any three coordinates are changing while
the rest remain constant, then one describes a triagonal through
space, of which most are broken. The main triagonal is the one
which passes through (1,1,1) and has successive coordinates
(2,2,2),, (m,m,m) in a cube.
In N-dimensional space, the n-agonal may be broken into as
many as n segments. For magic cubes there are:
4 continuous triagonals
12(m-1) triagonals broken into pairs, and
4(m-2)(m-1) triagonals broken into 3 sections.
If all the broken Triagonal lines sum correctly, the magic cube is
pantriagonal.
See Orthogonal and Pan-triagonal magic cube for illustrations.
See n-agonals and Triagonals for tables.
J.R.Hendricks, Magic Squares to Tesseracts by Computer, 1999
116
62
22
11
19
14
2
47
50
7
4
26
44
53
40
15
18
58
46
30
3
54
49
32
43
48
41
20
60
39
27
13
24
23
56
33
64
34
28
57
51
42
45
17
16
10
31
55
52
29
63
38
59
25
36
61
37
12
21
3 19 25 12
20 22 11 8
13 9
5 17 21
2 16 23 14 10
24 15 7
1 18
Partitioning
Sub-dividing. A square may be sub-divided into cells, as shown
below.
118
155
41
44
190
192
193
38
35
161
160
42
43
156
153
195
191
189
159
162
37
36
40
157
91
105
104
94
194
83
113
112
86
163
34
158
39
102
96
97
99
196
110
88
89
107
33
164
177
20
98
100
101
95
140
57
90
108
109
87
171
26
24
173
103
93
92
106
58
139 111
85
84
114
167
30
176
23
178
17
137
136
59
131
65
63
172
27
29
166
174
21
19
180
60
61
66
138 132
134
25
170
31
168
22
175
75
121
120
78
135
62
67
129
128
70
165
32
18
179
118
80
81
115
133
64
126
72
73
123
28
169
146
51
82
116
117
79
188
74
124
125
71
45
152
52
145
119
77
76
122
11
186 127
69
68
130
151
46
54
55
144
141
187
183
13
15
181
12
147
150
49
48
142
143
53
56
10
14
182
184
16
185
50
47
149
148
Pathfinder 119
Pathfinder
An orderly and systematic way to find ones way through ndimensional space. Through any given element, or cell, there are
(3n-1)/2 different paths., or lines, For a square, this means that
there are 4 paths which are a row, a column and two (broken, if
needed) diagonal ways. Through a cell of a cube, there are 13
routes. Through a tesseract, there are 40. One may travel
forwards, or backwards on any route, or path. The method is
found in Magic Squares to Tesseracts by Computer.
See Coordinate iteration.
J. R. Hendricks, Magic Squares to Tesseracts by Computer, Self-published 1999,
0-9684700-0-9
Pattern
There are many types of patterns involved in magic squares,
cubes, etc. In fact, the square, cube, star, etc is itself a pattern.
See Algebraic, Complimentary pair, Dudeney Groups, Magic
lines and Parity patterns.
120
21
33
45
15
32
38
48
28
36
12
30
39
13
49
22
20
19
14
43
25
37
31
10
23
41
46
40
34
11
44
27
42
16
18
47
29
17
35
24
30584
16842
7317
25913
14438
3804
10795
41635
34388
37917
45294
60849
51522
65536
56079
122
L. E. Card
T. W. Baumann (Rivera)
124
5
1
A.
2
4
9
5
B.
4
8
6
7
1
20
1
14
14
9
10
12
9
11
17
45
18
10
22
12
13
13
19
5
16
15
8
5
11
1
2
A.
4
5
3
1
6 2
B.
3
6
5
4 2
C.
Pillars
The Z dimension in a coordinate system of addressing the cells
in a magic cube or higher order hypercube. (x = rows and y =
columns.) See orthogonals.
J.R.Hendricks, Magic Squares to Tesseracts by Computer, 1998
126
Plusmagic
An pattern of n cells in the shape of a plus sign that appears in
each quadrant of an order-n quadrant magic square.
1,480,028,129
31
269
67
122 Starting prime # for consecutive primes magic
square.
2621
2477
2039
1289
3251
1583
3533 2207
3257
1361
3491
2393
2333
2963
1709 1493
2609
1811
2837
2087
2687
1889
2939 2141
2777
2819
2753
1823
1223
3701
1931 1973
2351
2879
1049
3527
2927
1997
1871 2399
1283
2339
2861
2063
2663
1913
2411 3467
1559
3041
1259
2357
2417
1787
3389 3191
2543
2273
2711
3461
1499
3167
1217 2129
128
11
23
43
19
13921
13999
31
13
A. 17
#1 of 12
13997
13967
13931
14009
13963
41
B.
13913 #6 of 12 13933
130
36
39 21
27
24 6 48 18
33
3
9
42 15
12 30 a
45
48
52 28
36
32 8
24
64
4 44 20 12
56
40
b 16
60
c
40 65 60
70 55 10 35
20 25 80 45
75 50 15 30
14
10
11
9
6
13
11
16
c
9
2 25 18 11
21 19 12 10
22 20 13
16 14
23
15
24 17
15
7 a
17
12
12
10
Quadragonal 131
Q
Quadragonal
A 4-dimensional version of the 2-dimensional diagonal and the
3-dimensional triagonal. However, just as a 2-dimensional
diagonal can exist in spaces higher then 2 dimensions, and a
triagonal in spaces higher then 3 dimensions, so also a
quadragonal can exist in spaces higher then 4 dimensions.
A Magic Tesseract (4- dimensions) requires eight of these lines
of n numbers summing correctly that go from one corner to the
opposite corner through the center of the tesseract. Also called a
4-agonal.
1
7
6
2
2
6
4
7
132
Quadrant
A quarter of a magic square. The four quadrants are; upper-left,
upper-right, lower-left and lower-right. If the magic square is
even, the size of each quadrant is n/2 square. If the magic square
is odd, the size of each quadrant is (m+1)/2 square and the center
row or center column is common to two orthogonally adjacent
quadrants.
Quadrants figure prominently in Quadrant magic squares.
X X
XX
XX
X X
XXXX
X
X
X
X
XXXX
134
22
85
148
42
105
12
75
138
32
95
158
65
128
157
64
127
21
84
147
41
117
11
74
137
31
94
136
30
93
169
63
126
20
83
146
40
116
10
73
115
9
72
135
29
92
168
62
125
19
82
145
52
81
144
51
114
8
71
134
28
104
167
61
124
18
60
123
17
80
156
50
113
7
70
133
27
103
166
39
102
165
59
122
16
79
155
49
112
6
69
132
5
68
131
38
101
164
58
121
15
91
154
48
111
153
47
110
4
67
143
37
100
163
57
120
14
90
119
26
89
152
46
109
3
66
142
36
99
162
56
98
161
55
118
25
88
151
45
108
2
78
141
35
77
140
34
97
160
54
130
24
87
150
44
107
1
W
W
W W W W W W W X X X X X
W
Y Y
Y Y
Y
Y Y
Z
Z
Y Y
Y
Z
Z
136
R
Radix
See Base.
16
Dc Cd Ba Ab
13 12
Bd Ac Db Ca
15 10
Cb Da Ad Bc
11 14
A.
B.
C.
Reflection
A transformation of a magic square by exchanging the contents
of cells on the right and left sides (or the top and bottom) as
though the matrix was reflected in a mirror See Standard
position, magic square for an illustration of rotation and
reflection.
Relative frequency.
To determine the relative frequency, or degree of rareness of a magic
square, cube, or hypercube, one must find all there are and divide by
the number of ways of placing numbers into the array.
For example: Consider the magic cube of order 3. There are 27
numbers in the cube. This means that there are Factorial 27 = 27! =
1.088886945x1028 ways of arranging numbers.
Out of all the arrangements possible, there are 4 basic cubes, and each
can be shown in 48 aspects due to rotations and reflections. This brings
the total count to 192 magic cubes of order three altogether. (This is
called the long count).
138
.. Relative frequency.
The relative frequency is then approximately 192/27! =
1.763268454x10-26.To calculate the odds against writing out a
magic cube of order three, you simply find the reciprocal, which
turns out to be 5.671286172x1025 : 1.
Relative frequency for some magic squares:
order-3 = 8/9! = 2.204585x10 5 ; order-5 = 275305224/25! =
1.774879092x10-18.
See Enumeration-magic squares.
J. R. Hendricks, The Magic Square Course, self-published 1991.
Representation .. square
A magic square may be shown in different ways. Here are three
of them. See also Intermediate and Literal squares.
aa
bA
Bb
AB
00
13
21
32
10
15
Ab
BB
ba
aA
31
22
10
03
14
11
bB
ab
AA
Ba
12
01
33
20
16
BA
Aa
aB
bb
23
30
02
11
12
13
A. Analytical
B. Intermediate
C. Conventional
A
P
8A
H
D
8B
G
F
L
O
F
G
D
K
140
.. Representation .. star
The first 4 solutions, in index order for Order-8A
1
3 14 16 2
8 13 5 15 6 12 11 10
3 14 16 2 12 4
9 13 8 10 15 11 7
3 16 14 2 11 7
3 16 14 6 12 2 13 11 8 10 15 7
8 15 5 13 6 10 9 12
5
p
8
3 16 14 2 13 5 11 15 7 10 4
9 12 6
3 16 14 5
7 11 13 4 12 2
9 15 6 10
3 16 14 7
5 15 11 10 6
9 13 2 12
5 12 16 3 11 4 10 15 7
m n
2 13 8
19
10
2
20
22
18
17
8
16
14
23
7
21
12D
12
13
15
11
24
6 14
142
.. Representation .. tesseract
Fig. 136 are the two old attempts to visualize the tesseract. They
cannot be partitioned which explains why Andrews, Kingery, Dr.
Planck and others had difficulty visualizing it.
Fig. 137 shows the modern method of depicting a magic
tesseract. For order-3, the numbers are placed at the location of
the dots.
Tesseracts of higher orders ( and hypercubes of higher
dimension) rapidly become too complex to show in diagram
form. The preferred alternative is to display them in tabular form
as a series of square arrays. See Magic tesseracts for an
example.
Probably the only practical method for displaying these large
magic figures is the one preferred by one of us (Hendricks).
Simply store the hypercube in a computer program. Then, on
request, print out a magic line that passes through a set of given
coordinates. Or print out the coordinates for a given number. See
Pathfinder.
J. R. Hendricks, Canadian Mathematical Bulletin, vol. 5, no. 2, 1962, p175
94
36
97
79
63
49
51
96
37
91
18
81
19
73
69
93
16
98
35
53
89
61
39
38
95
17
92
29
71
59
83
Original
Its reverse
10 11 12
10 11 12
13 14 15 16
13 14 15 16
13 14 15 16
A.
B.
C.
10 11 12
144
9 10
11 12
9 10 11 12
9 10 13 14
13 14
13 14 15 16
11 12 15 16
15 16
N
4
8
12
16
32
Principle
Reversible
square.
Nn
Variation of each
Mn=2n-2{(1/2n)!}2
Mn
3
10
42
35
126
16
36864
5.30842 x 108
2.66355 x 1013
4.70045 x 1035
48
368640
2.22953 x 1010
9.32243 x 1014
5.92256 x 1037
Right diagonal
The diagonal line of numbers from the lower left to upper right
corners of the magic square.
Rotation
A transformation of a magic square (or other magic object) by
rotating the magic square clockwise or counterclockwise. This
produces a different aspect, (a disguised magic square). 90degree rotations are easily accomplished using a coordinate
system. For a magic square, simply replace all coordinates (x, y)
by (m+1-y, x) and this square is rotated 90 degrees.
For a cube, there are four different kinds of rotation.
See associated magic cube and basic magic cube illustrations for
the rotation of a cube.
See Standard position, magic square for an illustration of rotation
and reflection.
146
Row
Each horizontal sequence of numbers. There are n rows of length
n in an order n magic square.
See orthogonals for a magic cube graphic example.
1
16
18
14
11
21 3
6
17
7
8 11D
12
5
15
20
2
10
13
19
4
9
22
S 147
S
S
Indicates the magic sum. See constant.
14
14
11
10
10
13
15
148
26
45
29
18
42
40
23
43
11
35
20
28
48
12
31
16
36
17
37
25
49
13
33
46
14
34
19
38
22
30
15
39
27
47
10
32
21
41
24
44
10
15
15
10
12
12
11
16
16
11
13
14
14
13
150
Semi-diabolic
See Semi-pandiagonal magic square.
Semi-magic square
The rows & columns of the square sum correctly but one or both
main diagonals do not. This may be generalized to n-dimensional
hypercubes by saying if one or more n-agonals do not sum
correctly.
2332
2401 2209
961
169
25
2025
16
324
1521
36
529
1369
676
484
1296 1225
196
5775
361
1681
900
625
1024
784
400
5775
289
256
225
1936 1764
576
729
5775
121
100
1089 2116
64
841
1444 5775
49
144
1600
81
441
5775
1849 5775
Semi-Pandiagonal
Also known as SemiDiabolic These magic squares have the
property that the sum of the cells in the opposite short diagonals
are equal to the magic constant (subject to the following
conditions).
In an odd order square, these two opposite short diagonals,
which together contain m-1 cells, will, when added to the center
cell equal the squares constant. The two opposite short
diagonals, which together contain m+1 cells, will sum to the
constant if the center cell is subtracted from their total.
Semi-pandiagonal 151
.. Semi-Pandiagonal
In an even order square, the two opposite short diagonals which
together consist of n cells will sum to the square's constant. The
opposite short diagonals that together contain (3/2)m will sum to
3/2 constant., etc.
Of the 880 fundamental magic squares of order 4, 384 are semipan ( 48 of these are also associative).
3
16
22
15
15
20
21
14
11
13
25
13
19
14
12
24
12
18
10
16
11
17
10
23
A.
B.
Sequence patterns
The center of the cells containing consecutive numbers are
joined by lines. See magic lines.
Series
Broadly speaking, series refers to the set of numbers that make
up the magic object.
However, it also has a narrower meaning. A magic square
usually contains m series of m numbers. The horizontal step
within each series is a constant. The vertical step between
corresponding numbers of each series is also a constant. This
step can be but need not be the same as the horizontal step.
A normal magic square has the starting number, the horizontal
step and the vertical step all equal to 1.
152
.. Series
After the N initial series are established, the magic square is
constructed using any appropriate method. If m = the squares
order, a = starting number, d = the horizontal step D = the
vertical step, and K = sum of numbers in the first series; then
S = (m3 + m) / 2 + m (a - 1 ) + ( K - m ) [ m ( d - 1 ) + ( D - 1 )]
See Horizontal step, Order-3 type 2, and Vertical step for
examples.
W.S.Andrews, Magic Squares and Cubes,1917, pp 54-63
J.L.Fults, Magic Squares, 1974, pp 37-39
14
19 16 30
29 24 40
4
39 17
36 11 25 22
27 10
21 15 32 35 38
20 33 31 26 37
41 18
34 13
12
23
28
148 - Order-9 serrated magic square.
E.
A.
F.
C.
D.
30
22
38
16
25
35
19
40
11
32
24
36
15
29
21
37
13
17
26
34
39
10
31
23
27
33
18
20
41
12
28
154
Short diagonal
One which runs parallel to a main diagonal from 1 side of the
square to an adjacent side. For a magic square of order 2m, each
short diagonal contains m cells. For a magic square of order 2m1, each short diagonal contains (m-1)/2 cells. See Semipandiagonal magic squares and Opposite short diagonals for
illustrations.
Used by some authors on magic cubes to mean the diagonals of a
square face, or cross section of a cube. For this case, Hendricks
uses diagonal, or 2-agonal instead.
See also Long Diagonal.
Singly-even order
The side of the square is divisible by two but not by four. This is
the most difficult order to construct. Order-6 is the smallest
singly-even order magic square.
Also called oddly-even order.
.. Singly-even 155
.. Singly-even order
26 27 22 23
28 25 24 21
34 35 18 19
36 33 17 20
14 15 10 11 30 31
13 16 12
29 32
Skew related
More modern terms are Symmetrical cells and Diametrically
equidistant.
RouseBall & Coxeter, Mathematical Recreations and Essays, 1892, (13 Edition,
p.194)
16
13
20
4
22
21
19
15
7
23
9
3
8
18
12
6
17
5
10
12C
11
14
24
156
Solution set
The set of numbers assigned to algebraic symbols which may
bring about the solution one seeks. For example, one seeks a
pandiagonal magic square of order 6. One devises a pattern, as
follows.
bA
cC
aB
BA CC AB
aC
bB
cA
AC BB
cB
aA
bC
CB
CA
AA BC
ba
cc
ab
Ba
Cc
Ab
46
51
02
26
11
62
35
37
21
45
01
42
56
61
22
16
31
42
44
17
14
52
06
41
12
66
21
38
30
10
49
16
40
55
04
20
15
64
29
41
15
13
47
05
44
50
65
24
10
33
36
48
19
54
00
45
14
60
25
40
34
12
43
20
1
16
17
7
19
13
11
20
10A
5
8
10
6
3
12
14
15
4
18
158
Space diagonal
A line joining opposite corners of a hypercube. When moving
along the line, all n coordinates will change (n is dimension of
the hypercube).
See triagonals, quadragonals and n-agonals.
Species, order-3
Species is a consideration of the placement of even and odd
numbers in the normal order-3 magic square, cube and tesseract.
This classification has no meaning if the magic square, etc. does
not consist of consecutive numbers. For instance, an order-3
prime number magic square must consist of all odd numbers.
An even number
An odd number
160
Square of squares.
This is a Number Square where when you square the numbers
it becomes magic. It is important because you have four types:
Number --- not magic
Semi-magic --- only rows and columns sum correctly
Magic -- sums a constant in first degree
Square of Squares - sums a constant second degree
Bimagic - sums a constant in either degree
Nobody yet has determined if it is possible for a square of
squares to be fully magic (when the original numbers do NOT
form a magic square).
Following are two examples of a semi-magic square of squares.
Kevin Brown calls these Orthomagic squares of squares. Brown
shows proof on his Web site that an order-3 of this type cannot
be magic.
See also Semi-magic for an order-7 example.
155
8571
11 23 71 105
121
61 41 17 119
3721 1681
289
5691
43 59 19 121
1849 3481
361
5691
529
5041 5691
6849
16
529
2704 3249
23 52
79
32 44 17
93
1024 1936
289
3249
47 28 16
91
2209
256
3249
83 95 85 64
A.
784
Sringmagic
An array of m cells in the shape of a small ring that appears in
each quadrant of an order-n quadrant magic square. This is one
of the first 5 patterns discovered. However, This pattern doesnt
exist for order-5.
See Quadrant magic patterns and Quadrant magic square.
162
15
16
10
14 11
11
13
14
12
16
14
12
11
13
12 13
16
10
15
10
15
A. Standard position
B.
C.
10
A.
12
11
11
10
12
B.
164
Summations
The magic sum for an n-Dimensional Magic Hypercube of Order
m is given by:
S = m(1 + mn)/2
In a magic object, there are many lines that produce the magic
sum. The table below, shows the minimum requirement of the
number of lines for various types of magic hypercubes and is
derived from the following equation:
N = 2(r-1)n!m(n-1)/[r!(n-r)!]
.. Summations 165
.. Summations
This table provides the minimum requirements for each
category. Usually, there are some extra lines which may sum the
magic sum, but not a complete set so as to change the category.
Magic
Lowest
i-row
Hypercube
Order
3
4
2m
2m
2
2m
3
5
4
8?
7
8
3m2
3m2
3m2
3m2
3m2
3m2
3
?
?
4
4m3
4m3
4m3
4m3
?
?
?
16
4m3
4m3
4m3
4m3
Square
Regular
Pandiagonal
Cube
Regular
Diagonal
Pantriagonal
PantriagDiag
Pandiagonal
Perfect
Tesseract
Regular
Pandiagonal
Pantriagonal
Panquadragonal
Pan2 + Pan3
Pan2 +Pan4
Pan3 + Pan4
Perfect
n-agonals
3
Total
2m + 2
4m
3m2 + 4
3m2+6m+4
7m2
7m2+6m
9m2 + 4
13m2
4
4
4m2
4 m2
4
4m2
6m
6m
6m2
6m2
3
12m
16m3
12m3
12m3
3
12m
16m3
16m3
16m3
8
8
8
8m3
4m3 + 8
16m3 + 8
20m3 + 8
12m3
8
8m3
8m3
8m3
32m3 + 8
24m3
28m3
40m3
Symmetrical cells
Two cells that are the same distance and on opposite sides of the
center of the cell are called symmetrical cells. In an odd order
square the center is itself a cell. In an even order square the
center is the intersection of 4 cells. Other definitions for these
pairs are skew related and diametrically equidistant (illustration).
166
.. Symmetrical cells
X
2
Z
1/2
1
20
22
6
23
14
13
24
12A
11
17
18
4
15
19
10
7
12
8
16
21
T
Talisman magic square
A Talisman square is an m x m array of the integers from 1 to m2
so that the difference (D) between any integer and its neighbors,
horizontally, vertically, of diagonally, is greater then some given
constant. The rows, columns and diagonals will NOT sum to the
same value so the square is not magic in the normal sense of the
word. This type of square was discovered and named by Sidney
Kravitz.
28
10
31
13
34
16
15
12
19
22
25
20
22
18
24
29
11
32
14
35
17
16
13
10
20
23
26
21
23
19
25
30
12
33
15
36
18
17
14
11
21
24
27
D>4
D>8
Tesseract
A four-dimensional equivalent to a cube. A regular fourdimensional hypercube. It is bounded by 16 corners, 32 edges,
24 squares, 8 cubes. See Basic magic tesseract, Magic
tesseract, Partitioning, Perfect magic tesseract, and
Quadragonal for illustrations.
Pickover, Clifford A., The Zen of Magic Squares, Circles and Stars, Princeton Univ.
Press, 2002, 0-691-07041-5, page 117
168
Transformation
Any order-5 pandiagonal magic square may be converted to
another magic square by permuting the rows and columns in the
order 1-3-5-2-4. Each of these two magic squares can be
transformed to another by exchanging the rows and columns
with the diagonals. Finally, each of these four squares may be
converted to 24 other magic squares by moving one row (or
column) at a time to the opposite side.
See cyclical permutations.
Any order-5 magic square can be transposed to another one by
either of the following two transformations.
Exchange the left and right columns, then the top and bottom rows.
Exchange columns 1 and 2 and columns 4 and 5. Then exchange
rows 1 and 2, and rows 4 and 5.
These methods, of course, also work for all odd orders greater
then order-5.
Another type of transformation converts any magic square to its
compliment by subtracting each integer in the magic square from
n2 + 1. In some cases this results in a copy of the original magic
square.
Still other types of transformations involve complementing digits
of the numbers when represented in the radix of the magic
square order.
See the Heinz Transformation pages which shows more then 45
transformations (for order-4).
2 11
16 5
13 8
3 10
7 14
9 4
12 1
6 15
2 11 5 16
7 14 4 9
12 1 15 6
13 8 10 3
Translocation 169
Translocation
When the left column of numbers is moved to the right side of
the magic square, or vice-versa. Or the top row is moved to the
bottom (or the bottom to the top). For cubes, the front face may
be moved to the back, etc. This works for any dimension of
hypercube, but only if the figure is pan-n-agonal or perfect. If we
tried this with a pan-diagonal magic cube, it would change the
triagonals and the new triagonals may not sum correctly.
In a pan-4-agonal magic tesseract, an entire facial cube may be
shifted to the other side of the tesseract and it remains magic.
This is because we place the emphasis that the main n-agonals
must sum the magic sum.
This is a type of Transformation.
Transposition
The permutation of the rows and columns of a pandiagonal
magic square in order to change it into another pandiagonal
magic square.
For order-5 this is cyclical 1-3-5-2-4. For order-7 there are two
non-cyclical permutations, 1-3-5-7-2-4-6 and 1-4-7-3-6-2-5.
Another transposition method for pandiagonals is to exchange
the rows and columns with the diagonals.
Benson & Jacoby, Magic squares & Cubes, Dover 1976, 0-486-23236-0, pp.146154.
170
Triagonal
A space diagonal that goes from 1 corner of a magic cube to the
opposite corner, passing through the center of the cube. There
are 4 of these in a magic cube and all must sum correctly (as
well as the rows, columns and pillars) for the cube to be magic.
As you go from cell to cell along the line, all three coordinates
change. In tesseracts this is called a quadragonal. For higher
order hypercubes, this is called an n-agonal or space diagonal.
Of course, with these higher dimensions there are more
coordinates. A triagonal is sometimes called a long diagonal. See
orthogonal for an illustration.
Order
Total
16
12
12
25
15
20
36
18
30
49
21
42
64
24
56
81
10
27
72
100
Trimagic Square
Also called Triplemagic. A magic square in which all the
number lines sum correctly, when each number is squared the
lines sum correctly, and when each number is cubed the lines
sum correctly. Benson and Jacoby show a method to produce
order-32 trimagic squares, the smallest so far constructed. See
Bimagic Square for an illustration.
Benson & Jacoby, Magic squares & Cubes, Dover 1976, 0-486-23236-0
U
Upside-down magic square.
The digits 0, 1 and 8 have horizontal and vertical symmetry and
so read the same right-side up, in reverse, and upside-down. See
Ixohoxi magic square for an order-8 square of this type that
uses digits 1 and 8 only. The 6 and the 9 may be added to this
list, but in their case the upside-down 6 becomes a nine. and the
upside down 9 a six.
The upside-down magic square below is produced using only
these five digits. When it is turned upside down, by 180
rotation, a new magic square is produced. The square may also
be viewed upside down by reflection. This produces still another
magic square, but in this case digits 6 and the 9 are reversed.
Of course, in all cases, the resulting magic square is only a
disguised version of the original. The novelty is due to the fact
that the numbers read correctly. See Ixohoxi.
See also Reversible magic square, which doesnt depend on
symmetrical digits.
00
66 88 99
86 98 0 9 0 6
9 6 0 8 96 08
9 06 8 69 8 0
68 89 90 0
172
V
Vertical step
The difference between corresponding numbers of the m series.
It is not a reference to the rows of the magic square.In a normal
magic square, the horizontal step and vertical step are both 1.
1480028201
1480028129
1480028183
1480028153
1480028171
1480028189
1480028159
1480028213
1480028141
23813359613
23813359727
23813359673
23813359697
23813359721
23813359667
23813359781
23813359643
W
Weakly- magic stars
Marin Trenkler of Safarik University, Slovakia, refers to a
magic star that does not use consecutive numbers (i.e. not
normal) as weakly-magic.
16
18
3
35
27
34
37
31
12
11
25
29
W
S8
174
Wrap-around
Used in pandiagonal magic squares to indicate that lines are
actually loops. Each edge may be considered to be joined to the
opposite edge. If you move from left to right along a row, when
you reach the right edge of the magic square, you wrap-around
to the first cell on the left.
Or consider that the pandiagonal magic square is repeated in all
four directions. Any n x n section of this array may be
considered as a pandiagonal magic square. This results from the
fact the broken diagonal pairs form complete lines.
See Broken-diagonal pair for an illustration.
1
10
10
11
12
13
14
15
11
12
13
14
15
11
12
13
14
16
17
18
19
20
16
17
18
19
20
16
17
18
19
21
22
23
24
25
21
22
23
24
25
21
22
23
24
10
10
11
12
13
14
15
11
12
13
14
15
11
12
13
14
16
17
18
19
20
16
17
18
19
20
16
17
18
19
21
22
23
24
25
21
22
23
24
25
21
22
23
24
10
10
11
12
13
14
15
11
12
13
14
15
11
12
13
14
References
175
176
H. D. Heinz web page on Iso-like Magic Stars
http://www.geocities.com/~harveyh/panmagic.htm
H. D. Heinz web page on Magic Star Definitions
http://www.geocities.com/~harveyh/magicstar_def.htm
H. D. Heinz web page, Most-Perfect Magic Squares
http://www.geocities.com/~harveyh/most-perfect.htm
H. D. Heinz web page, Quadrant Magic Squares
http://www.geocities.com/~harveyh/quadrant.htm
H. D. Heinz web page, Self-similar Magic Squares
http://www.geocities.com/~harveyh/self-similar.htm
H. D. Heinz web page, Transformations
http://www.geocities.com/~harveyh/transform.htm
H. D. Heinz web page, Trenkler Stars
http://www.geocities.com/~harveyh/trenkler.htm
H. D. Heinz Web page on 3-D Magic Stars
http://www.geocities.com/~harveyh/3-d_star.htm
H. D. Heinz Web page on Tree-planting graphs.
http://www.geocities.com/~harveyh/order5.htm
H. D. Heinz Web page on Unusual Magic Stars.
http://www.geocities.com/~harveyh/unusualstr.htm
H. D. Heinz Web page on Order-3 type 2.
http://www.geocities.com/~harveyh/type2.htm
177
H. D. Heinz Web page on Prime Magic Stars.
http://www.geocities.com/~harveyh/primestars.htm
J. R. Hendricks, All Third Order Magic Tesseracts,
self-published 1999, 0-9684700-2-5
J. R. Hendricks, Bimagic Squares: Order 9, self-published
1999, 0-9684700-6-8
J. R. Hendricks, A Bimagic Cube Order 25, self-published
1999, 0-9684700-6-8 and
Danielsson, Printout of A Bimagic Cube Order 25, 2000
J. R. Hendricks, Inlaid Magic Squares and Cubes,
Self-published 2000, 0-9684700-7-6
J. R. Hendricks, The Magic Square Course, self-published
1991, p 32
J. R. Hendricks, Magic Squares to Tesseracts by Computer,
Self-published 1999, 0-9684700-0-9
J. R. Hendricks, Perfect n-Dimensional Magic Hypercubes
of Order 2n, Self-published,1999, 0-9684700-4-1
J. R. Hendricks, American Mathematical Monthly,
Vol. 75, No. 4, April 1968, p.384
J. R. Hendricks, Canadian Mathematical Bulletin,
Vol. 5, No. 2, 1962, p175
J. R. Hendricks, J. Recreational Mathematics, 25:4, 1993,
pp 286-288, An Inlaid Magic Cube
178
A. W. Johnson, Jr., J. Recreational Mathematics 15:2,
1982-83, p. 84
Katagiri & Kobayashi, J. Recreational Mathematics, 15:3,
1982-83, pp200-208, Magic Triangular Regions of Orders
5 and 6.
M. Kraitchik, Mathematical Recreations., Dover Publ. ,
1942, 53-9354, pp 166-170
Joseph S. Madachy, Mathematics On Vacation, Nelson,
1966, 17-147099-0
Jim Moran Magic Squares, 1981, 0-394-74798-4
Harry L. Nelson, J. Recreational Mathematics, 20:3, 1988,
p.214-216.
Ollerenshaw and D. Bre, Most-Perfect Pandiagonal Magic
Squares, IMA 1998, 0-905091-06-X
Carlos Rivera Prime Problems & Puzzles WWW site
http://www.primepuzzles.net/
RouseBall & Coxeter, Mathematical Recreations and
Essays, 1892, 13 Edition, p.194
Lee SallowsAbacus 4, 1986, pp.28-45 & 1987 pp.20-29
Harry J. Smith at http://home.netcom.com/~hjsmith/
Ian Stewart, Mathematical Recreations column in
Scientific American, November 1999
179
Mutsumi Suzukis large WWW site now at
http://mathforum.org/te/exchange/hosted/suzuki/MagicSqu
are.html
Marin Trenkler, Obzory Matematiky, Fyziky a
Informatiky, 1998, no. 51, pp.1-7, Magic Stars
Marin Trenkler, The Mathematical Gazette March 2000, A
Construction of Magic Cubes.
C. Trigg, J. Recreational Mathematics, 10:3, 1977, pp 169173, Anti-magic pentagrams.
C. W. Trigg, J. Recreational Mathematics, 11:2, 1984-85,
pp.105-107, Perimeter Anti-magic tetrahedrons and
Octahedrons.
C. W. Trigg, J. Recreational Mathematics, 17:2, 1978-79,
pp.112-118, Nine-digit Digit-root Magic Squares.
C. W. Trigg, J. Recreational Mathematics, 29:1, 1998,
pp.8-11, Almost Magic Pentagams
Terrel Trotter, Jr., J. Recreational Mathematics, 7:1, 1974,
pp.14-20, Perimeter-magic Polygons.
Usiskin & Stephanides, J. Recreational Mathematics, 11:3,
1978-79, pp.176-179, Magic Triangular Regions of Orders
4 and 5.
Aale de Winkels WWW site on magic subjects at
http://www.adworks.myweb.nl/Magic/
180
Some additional Web sites with material on magic squares.
Suzanne Alejandre, magic squares for math education
http://forum.swarthmore.edu/alejzndre/magic.square.html
Holgar Danielsson's Magic Squares at
http://www.magic-square.de
Bogdan Golunskis big magic squares at
www.golunski.de/
Alan Grogonos Magic Squares by Grog
http://www.grogono.com/magic/
Meredith Houltons WWW site
www.inetworld.net/~houlton/
Fabrizio Pivaris strange magic squares WWW site at
www.geocities.com/CapeCanaveral/Lab/3469/ ml
F. Poyo magic Squares, Cubes & Hypercubes
http://makoto.mattolab.kanazawa-it.ac.jp/~poyo/magic/
Kwon Young Shin
http://user.chollian.net/~brainstm/MagicSquare.htm
R. C. Wilke Nested magic squares
http://members.aol.com/robertw653/magicsqr.html
181
The Authors
Harvey D. Heinz
Harvey Heinz was born in Edmonton, Alberta, Canada, the
oldest of 5 boys and one girl, and moved to Vancouver, British
Columbia at age 10.
He entered the printing industry at age 15 as an apprentice paper
ruler. At that time, unknown to him, it was already a dying
industry. On his semi-retirement in 1991, he was the only
paperuler still operating from Toronto west, and probably the
only one in all of Canada.
He was always interested in mathematical puzzles and especially
number patterns. He was also interested in electronics and
became an amateur radio operator in 1948, building all his own
equipment. This evolved to where he was building radio
controlled model boats (at a time when all equipment had to be
home constructed). This in turn changed to an interest in
building simple game machines, thus combining his interests in
electronics and mathematical logic. These little machines were
entered in local hobby shows under the nave name of intelligent
machines.
In 1956 Harvey married Erna Goerz and they subsequently had
two sons, Randal and Gerald. It was about this time that
computers and robots were coming onto the scene and he started
devouring everything he could find on these subjects in the
popular press. Of course, all this time he was still collecting
puzzles and number patterns.
In 1958 he designed EDRECO, (Educational RElay Computer),
and after obtaining about 5 tons of obsolete equipment from the
local telephone company, started a computer club of senior high
school students. The club started with about 25 members, but
after three years, when it disbanded, had dwindled down to three
(all original) members. By this time several units of the
computer were built and operating successfully, the most notable
being the arithmetic logic unit (ALU).
182
In 1973, Harvey was suddenly out of a job, so decided to work
part-time at his trade and concentrate on bringing some of his
electronic games to market. During this time, he attended many
free engineering seminars on computer circuits (which were
actually available to anyone) that were put on by the new semiconductor manufacturers as a selling ploy. He also took several
technical courses at the local Institute of Technology by brazenly
writing prerequisite exams.
By 1977, he realized his plans were not practical so he and wife
Erna started a printer trade bookbindery. By 1983 sons Randy
and Gerry were both involved with the company and it was
starting to grow. At that time the boys bought a half interest in
the company so they could participate in this growth. In 1991
Harvey and Erna sold them the other half interest and semiretired.
Now Harvey had time to get back to his hobbies. Building
electronic hardware was now replaced by operating computers.
This fit in perfect with his interest in number patterns! He was
now able to investigate all sorts of patterns that previously he
had just wondered about.
Heinzs major accomplishments in number patterns.
Found all solutions for magic stars orders 6 to 11 (by
computer exhaustion).
Found all solutions for order-12 pattern B magic stars
(826,112) and most for the other 3 patterns of this order.
Found all minimal and smallest consecutive primes solutions
for orders 5 and 6 prime number magic stars.
Discovered a 3-D magic star (in association with Aale de
Winkel).
Investigated Isolike, Pan-magic stars and Quadrant magic
squares also in association with Aale de Winkel).
Investigated Self-similar magic squares.
Publishes a large Web site on number patterns at
http://www.geocities.com/~harveyh/
183
The Authors
John R. Hendricks
Mr. Hendricks worked for the Canadian Meteorological Service
for 33 years and retired in 1984. At the beginning of his career,
he was a NATO training instructor. He worked at various
forecast offices in Canada and eventually became a supervisor.
Throughout his career, he was known for his many contributions
to statistics and to climatology.
While employed, he also participated in volunteer service
groups. He was Chairman, Manitoba Branch and earlier
Saskatchewan Branch, The Monarchist League of Canada.
He was appointed by the Lieutenant-Governor of Manitoba as
President, Manitoba Provincial Council, The Duke of
Edinburghs Award in Canada. He was also appointed by the
Governor General of Canada to the National Council of The
Award Program.
Later, he was conferred with the Canada 125 Medal for his
volunteer work.
.John Hendricks started collecting magic squares and cubes
when he was 13 years old. This became a hobby with him and
eventually an obsession. He never thought that he would ever do
anything with it. But soon, he became the first person in the
world to successfully make and publish four, five and sixdimensional magic hypercubes. He also became the first person
to make inlaid magic cubes and a wide variety of inlaid magic
squares. He has written prolifically on the subject in the Journal
of Recreational Mathematics.
184
Several major discoveries he made within the last two years are:
Appendix A1-1
MAGIC SQUARE BIBLIOGRAPHY
The following bibliography consists of books, chapters
from books, and articles published during the 20th century,
that deal with magic squares, cubes, stars, etc.
Because it contain only material that I am personally
acquainted with (except for those mentioned on this page),
it is obviously not complete. However, it does contain more
than 140 items.
H. D. Heinz
For 18th and 19th century books on the subject see Early
Books on Magic Squares, W. L. Schaaf, JRM:16:1:198384:1-6
Some books on magic squares published prior to that time
are
Agrippa
De Occulta Philosophia (II, 42)
1510
Bachet
Problems plaisans et delectables 1624
Prestet
Nouveaux Elemens des
1689
Matmatiques
De la Loubere Relation du Royaume de Siam
1693
Frenicle
Des Quarrez Magiques. Acad. R. 1693
des Sciences
Ozonam
Rcrations Mathmatiques
1697
From
Falkener, Edward, Games Ancient and Oriental, Dover Publ.,
1961, 0-486-20739-0.
The following books have chapters or sections dealing with magic squares (and related subjects).
Ahl, David H., Computers in Mathematics, Creative Computing Pr., 1979, 0-916688-16-X
Contains some theory and Basic language programs to generate magic squares. Pages 111-117
Berlekamp, E., Conway, J. and Guy, R., Winning Ways vol. II, Academic Press, 1982, 01-12-091102-7
Original material on order-4 magic squares. Also shows a tesseract with magic vertices. Pages 778-783.
Dudeney, H.E., Amusements in Mathematics, Dover Publ., 1958, 0-486-20473-1 Originally published in 1917. Order
4 classes, Subtraction, multiplication, division, domino, etc. List of first prime # magic squares, etc. Pages 119-27 and
245-247
Falkener, Edward, Games Ancient and Oriental and How to Play Them, Dover Publ., 1961, 0-486-20739-0 First
published by Longmans, Green & Co. in 1892, this book contains the original text with no changes, except for
corrections. A comprehensive discussion of magic squares circa 100+ years ago. Pages 267-356
Gardner, Martin, 2nd Scientific American Book of Mathematical Puzzles and Diversions ,Simon and Schuster, 1961,
61-12845. Diabolic hypercube (tesseract), diabolic donut, some history, pages 130-140
Gardner, Martin, Incredible Dr. Matrix, Scribners, 1967, 0-684-14669-X
Anti-magic, multiplication & division, pyramid, etc. Pages 21, 47, 211,246
Pps 213-226.
Oct. 1961
Oct. 1961
Oct. 1961
Feb. 1962
Feb. 1962
Feb. 1963
p24-29
p30-32
p40-44
p14-19
p14-19
p3-6
JRM:1:1:1968:3-17
JRM:1:3:1968:139
JRM 1:4:1968:225-233
JRM:2:2:1969:96
JRM:2:3:1969:175-177
JRM:2:4:1969:250-254
JRM:3:4:1970:255-256
JRM:4:1:1971:42-44
JRM:4:3:1971:171-174
JRM:4:4:1971:253-259
JRM:5:1:1972:28-32
JRM:5:1:1972:40-42
JRM:5:1:1972:43-50
JRM:5:1:1972:51-52
Monk A. Ricci
N. T. Gridgeman
Charles W. Trigg
John R. Hendricks
Charles W. Trigg
P. D. Warrington
John R. Hendricks
John R. Hendricks
John R. Hendricks
William H. Benson
Terrel Trotter Jr.
Charles W. Trigg
Charles W. Trigg
John R. Hendricks
Joseph M. Moser
Charles W. Trigg
Charles W. Trigg
John R. Hendricks
John R. Hendricks
Bayard E. Wynne
Ronald J. Lanaster
Rudolf Ondrejka
Baynard E. Wayne
Ian P. Howard
Gakuho Abe
Page A1-11
JRM:5:2:1972:138-142
JRM:5:3:1972:198-202
JRM:5:3:1972:203-204
JRM:5:3:1972:205-206
JRM:5:4:1972:278-280
JRM:6:1:1973:47-53
JRM:6:3:1973:190-192
JRM:6:3:1973:193-201
JRM:6:4:1973:268-272
JRM:7:1:1974:8-13
JRM:7:1:1974:14-20
JRM:7:1:1974:21-22
JRM:7:1:1974:49-55
JRM:7:2:1974:95-96
JRM:7:2:1974:97-99
JRM:7:2: 1974:100-101
JRM:7:2: 1974:136-139
JRM:7:3:1974:186
JRM:7:3:1974:187-188
JRM:8:4:1975:285-293
JRM:9:2:1976:86-93
JRM:9:2:1976:128-129
JRM:9:2:1976:241-248
JRM:9:4:1976:276-278
JRM:10:2:1977:96-97
Ronald J. Lancaster
Greg Fitzgibbon
Charles W. Trigg
K.W.H.Leeflang
John R. Hendricks
. Charles W. Trigg
John R. Hendricks
Alan W. Johnson Jr.
Charles W. Trigg
Alan W. Johnson Jr.
Alan W. Johnson Jr.
Tien Tao Kuo
Vittorio Fabbri
Alan W. Johnson Jr.
Katagiri & Kobayashi
Gakuho Abe
William L. Schaaf
Rudolf Ondrejka
Charles W. Trigg
John R. Hendricks
Stanley Rabinowitz
John R. Hendricks
John R. Hendricks
William L. Schaaf
John R. Hendricks
JRM:10:3:1977:202-203
JRM:10:4:1977:279-280
JRM:11:2:1978-79:105JRM:11:4:1978-79:241-257
JRM:13:3:1980-81:204-206
JRM:13:4:1980-81:269-273
JRM:13:4:1980-81:274-281
JRM:14:2:1981-82:152-153
JRM:14:4:1981-82:274-278
JRM:15:1:1982-83:17-18
JRM:15:2:1982-83:84
JRM:15:2:1982-83:94-104
JRM:15:3:1982-83:170-171
JRM:15:3:1982-83:199
JRM:15:3:1982-83:200-208
JRM:15:4:1982-83:249-250
JRM:16:1:1983-84:1-6
JRM:16:2:1983-84:121
JRM:17:2:1985:112-118
JRM:18:2:1986:187-188
JRM:18:3:1986:203-204
JRM:19:1:1987:42
JRM:19:1:1987:55-58
JRM:19:2:1987:81-86
JRM:19:2:1987:126-131
John R. Hendricks
John R. Hendricks
John R. Hendricks
John R. Hendricks
Alan W. Johnson Jr.
John R. Hendricks
John R. Hendricks
John R. Hendricks
John R. Hendricks
Harry L. Nelson
John R. Hendricks
John R. Hendricks
John R. Hendricks
John R. Hendricks
John R. Hendricks
John R. Hendricks
Arkin Arney & Porter
Alan W. Johnson Jr.
N.Hartsfield & G. Ringel
John R. Hendricks
John R. Hendricks
John R. Hendricks
Lalbhai D. Patel
Frank E. Hruska
Alan W. Johnson Jr.
JRM:19:3:1987:204-208
JRM:19:4:1987:280-285
JRM:20:1:1988:125-134
JRM:20:1:1988:23-25
JRM:20:1:1988:26
JRM:20:2:1988:81-86
JRM:20:2:1988:87-91
JRM:20:3:1988:192-195
JRM:20:3:1988:198-201
JRM:20:3:1988:214-216
JRM:20:4:1988:251-256
JRM:20:4:1988:275-276
JRM:20:4:1988:279-283
JRM:21:1:1989:13-18
JRM:21:1:1989:26-28
JRM:21:1:1989:56-60
JRM:21:2:1989:81-88
JRM:21:2:1989:97-100
JRM:21:2:1989:107-115
JRM:21:3:1989:179-181
JRM:21:4:1989: 245-248
JRM:22:1:1990: 15-26
JRM:23:3:1991:175-182
JRM:23:3:1991:183-189
JRM:23:3:1991:190-191
John R. Hendricks
John R. Hendricks
Alan W. Johnson Jr.
John R. Hendricks
John R. Hendricks
John R. Hendricks
John R. Hendricks
Emanuel Emanouilidis
Emanuel Emanouilidis
Emanuel Emanouilidis
Emanuel Emanouilidis
John R. Hendricks
Robert S. Sery
John R. Hendricks
Jeffrey Haleen
E. W. Shineman, Jr.
John R. Hendricks
Charles Ashbacher
Peter D. Loly
Emanuel Emanouilidis
Paul C. Pasles
Harvey d. Heinz
H. Heinz and J. Hendricks
Jeffrey Heleen
D. Fell and A. Shulman
JRM:24:1:1992:6-11
JRM:24:4:1992:244
JRM:25:2:1993:136-137
JRM:25:4:1993:286-288
JRM:26:2:1994:96-101
JRM:27:2:1995:123-124
JRM:27:3:1995:175-178
JRM:27:3:1995:179-180
JRM:27:3:1995:181-182
JRM:29:3:1998:176-177
JRM:29:3:1998:177-178
JRM:29:4:1998:265-267
JRM:29:4:1998:265-267
JRM:29:4:1998:290-291
JRM:30:1:1999:72-73
JRM:30:2:1999:112
JRM:30:2:1999:125-136
JRM:30:4:1999:296-299
JRM:31:1:2002-2003:29-31
JRM:31:2:2002:110-111
JRM:31:3:2002:161-166
JRM:31:4:2002: 298
JRM:32:1:2003-2004: 30-36
JRM:32:2:2003:144-146
JRM:32:3:2003:181-192
Bayard E. Wynne
Charles W. Trigg
Gakuho Abe
Harold Reiter
Laurent Hodges
John R. Hendricks
Alan W. Johnson Jr.
Charles W. Trigg
The Heinz Web site has 17 pages (currently) on magic stars. They start at
http://www.geocities.com/~harveyh/magicstar.htm
JRM:9:4:1976:241-248
JRM 10:3::1977:169-173
JRM:16:2:1983-84:113
JRM:20:2:1988:99-104
JRM:24:2:1992:85-86
JRM:25:1:1993:10-12
JRM:26:2:1994:90-91
JRM:29:1:1998:8-11
1
15
14
44
34
45
16
33
8
43
23
13
35
22
37
24
32
25
21
36
17
42
7
20
12
26
38
31
27
19
28
41
30
6
11
29
40
39
18
4
10
5
The ten nodes of this graph are each connected to all the other nodes
with lines (edges) labeled with the consecutive integers from 1 to 45.
All 9 lines connected to each node sum to the same magic constant.
Appendix 2-1
Bibliography of
Articles written by John R. Hendricks
(Not included material in Appendix 1)
STATISTICAL ARTICLES
A2-2
METEOROLOGY
A2-3
MISCELANEOUS ARTICLES
This book defines 239 terms associated with magic squares, cubes,
tesseracts, stars, etc. Many of these terms have been in use hundreds
of years while some were coined in the last several years. While
meant as a reference book, it should be ideal for casual browsing, with
its almost 200 illustrations and tables, 171 of which are captioned.
While this book is not meant as a "how-to do" book, it should be a
source of inspiration for anyone interested in this fascinating subject.
Many tables compare characteristics between orders or dimensions.
The illustrations were chosen, where possible, to demonstrate
additional features besides the particular definition.
13
26
23
16
10
6
20
17
21
25
24
14
27
22
19
65
10
65
3
65
13
14
17
16
18
65
25
15
23
21
19
12
22
20
65
12
18
65
4
11
24
65
65
65
15
65
11
1
2
26
17
34
36
23
9
20 18
6
30
7
32
17
29
21
16 11
25
19
24 13
8
15
10
28
35
23 4
33
22
5
12
31
31
19
11
13
27
3
29
3
47
14
$ 32.00 Cdn.
$ 25.00 U.S.
ISBN 0-9687985-0-0
41