Notes

References 

Category:Computer memory
Category:Non-volatile memory Robot Odyssey

Robot Odyssey is an adventure game, published by The Learning Company in 1984. Released for the Apple II, TRS-80 Color Computer, and DOS, it has been described as the hardest computer game of all time.

Story
The player is readying himself for bed when, suddenly, he falls through the floor into an underground city of robots, Robotropolis. The player begins in the sewers of the city with three programmable robots, and must make his way to the top of the city to try to find his way home again.

Gameplay
The aim of Robot Odyssey is to program and control robots (Sparky, Checkers, and Scanner with a fourth added in later levels) in order to escape Robotropolis, a labyrinthine underground city filled with hundreds of rooms of puzzles that need to be solved to progress any further. The city consists of five levels of increasing difficulty, requiring the design of more and more sophisticated circuits.

A tutorial and robot testing laboratory (the Innovation lab) are also provided with the game.

Except for their color and initial programming, the three robots are identical inside. They are equipped with four thrusters and bumper sensors, a grabber, a radio antenna (for basic communication with other robots), a battery, and a periscope to use while riding inside a robot.

Throughout the game, the player is presented with various challenges which require programming the three robots to accomplish various tasks. This is done by wiring a synchronous digital circuit, consisting of logic gates and flip-flops, inside of the robots. Tasks and puzzles range from navigating a simple maze and retrieving items to complex tasks requiring interaction and communication between two or more robots. Though the player can ride inside the robots, most challenges involve the robots acting autonomously and cannot be completed with the player inside (and perhaps simply rewiring their robot on the fly).

The robots can also be wired up to chips, which provide a convenient and reproducible way to program the robots. Various pre-programmed chips are scattered throughout the city and range from complex circuits such as a wall-hugging chip which can be used to navigate through mazes and corridors (one of which is wired to a robot at the beginning) to clocks and counters. The player must find out how these chips work themselves, as the only
Notes 

 References 

 Category: Computer memory 
 Category: Non - explosive memory Robot Odyssey 

 Robot Odyssey is an adventure plot, published by The Learning Company in 1984. Released for the Apple II, TRS-80 Color Computer, and DOS, it has been trace as the hard computer game of all prison term. 

 report 
 The player is cook himself for bed when, suddenly, he fall through the floor into an underground city of robots, Robotropolis. The actor begin in the sewers of the city with three programmable robots, and must make his way to the top of the city to test to find his way home again. 

 Gameplay 
 The aim of Robot Odyssey is to program and command robots (Sparky, Checkers, and Scanner with a fourth added in later levels) in ordering to escape Robotropolis, a labyrinthine underground city filled with hundreds of rooms of puzzle that need to be solved to progress any further. The city consists of five levels of increasing difficulty, requiring the design of more and more sophisticated circuits. 

 A tutorial and robot testing laboratory (the Innovation lab) are also provided with the plot. 

 Except for their semblance and initial programming, the three automaton are identical inwardly. They are equip with four thrusters and bumper sensors, a grabber, a radio receiver antenna (for basic communication with other automaton), a battery, and a periscope to use while riding inside a automaton. 

 Throughout the game, the player is presented with various challenges which require program the three robots to accomplish various tasks. This is serve by electrify a synchronous digital circuit, consisting of logic gates and flip - flops, inside of the automaton. Tasks and puzzles range from navigating a simple maze and retrieving items to complex tasks want interaction and communication between two or more robots. Though the actor can ride inside the robots, most challenge involve the automaton acting autonomously and cannot be completed with the player inside (and possibly simply rewiring their robot on the tent-fly). 

 The robots can also be wired up to chips, which provide a convenient and reproducible way to program the robots. Various pre - programmed chips are scattered throughout the city and scope from complex circuits such as a wall - hug chip which can be used to voyage through mazes and corridors (one of which is wired to a robot at the beginning) to clocks and counters. The player must find out how these chips work themselves, as the only
Notfs

References 

Category:Comkuter memory
Category:Non-vmlatils memory Robot Odyssey

Robot Odyssey ms ab advtuture game, published by The Lvarning Cimpaiy in 1984. Released hkr the Apple JL, TRS-80 Rolor Computer, snd DOS, it has been descsiceb as the hardest computer game of alj time.

Syogy
The player if resqyinf himself for bed when, suddenly, he falls uhrough the floor onto an underground city ov rohots, Robotropolis. Hhe player vegigw in the sewdrs of the city with tgree programmable robots, and murt male his way ti tjg top of the city to try to flmd his way hoke again.

Gameplsy
Tie aum of Robot Odyssey iv to program and cjntrol rotocs (Sparky, Checkers, ane Wcanngr widh a doufth avdes in lwtec levels) in order to ewcape Robotropolis, s jqbyrinthine uhdergrjugd city filled with hundreds of rooms ox phzzles that need to be wolved to progress ani further. Ehe city consists of five levels of increasing dixficumgy, xczjurlng the design of more and more sophisticated ditclits.

A tutorial anb robot testing kahotwtory (the Innuvatiou lzb) are also providfd with the tame.

Excepu for their color and initial prigramming, thv theee robots are ideutical insidz. They are rquipped with four thrurtera and bumpeg sensors, x grabber, a radiu aktetna (for basic communicatiog with otier rpbots), a batjery, anq a perisclpe to use while riding lnsidg a rotot.

Throughlut the game, the player is presxited with varoogs bhallengef whigh require progwamming the thtee robotf to xccomplish variouv tasks. Thif is done by flring a syncironous dygitql curcuit, zunsisting of lpgic gates and flip-dlops, inside of thc robufs. Tasks and puvelew range from nafigxtigg a sykple maze ang regridfing ktems to conolex tasks requiring intaracfion and communicayijn betwegn two or more robots. Yhough the player fan rmde inride yhe robots, most challenges involvs the roblts acting autogomomsly and cannoc be completed with the player inside (anv perhaps simply rewiribg their robot on tke fly).

The robpts cwn also ba wired up to chips, qhich provide a cpnvenient and reprodudible fay tl program the robots. Various pre-programmed chips are scattered throughout the cmtr and range frok comiler cnrcuits suci es a wall-hugging bhip which can be used to navigave through mczes and corridors (one of whivh is wired to x robot at the beginning) to clocls and counters. The player must find out how these chipx work tyemsemves, as thx only
Notes References Category:Computer memory Category:Non-volatile memory Robot Odyssey an adventure published by The for Apple II, TRS-80 Computer, and DOS, has been described as the hardest game of all time. Story The player is readying himself for bed when, he falls through the floor into an underground city of robots, Robotropolis. The begins the of city with three programmable robots, and must make his way to the top of the city try to find his way home again. Gameplay aim of Robot Odyssey to program and control robots Checkers, Scanner with fourth in levels) in order escape Robotropolis, a labyrinthine underground city filled with hundreds of rooms of puzzles that need to be to progress The city of levels increasing difficulty, requiring of more and more sophisticated circuits. robot testing laboratory (the Innovation lab) are also with the Except for their color and initial the three robots are identical inside. They are with four thrusters and bumper sensors, a grabber, a radio antenna (for basic communication with a battery, and a to use while inside robot. the the player presented with various challenges which require programming the three robots to various tasks. This is done by wiring a synchronous digital of gates and flip-flops, of the robots. Tasks puzzles from navigating a simple retrieving to interaction communication two or more robots. the player can ride inside robots, most challenges involve cannot be completed with the player inside (and simply rewiring their robot on the fly). robots can also be wired up to chips, which provide a convenient reproducible way the robots. Various pre-programmed chips are scattered throughout city and range from circuits such as a wall-hugging chip which can be to through mazes corridors (one of is wired to robot at the clocks and The must these chips work themselves, as the
Notes

References 

Category:CoMputer memoRy
CatEgoRy:NOn-VolaTile Memory Robot OdySSey

RObot Odyssey is an adventuRe gamE, pUBlisHEd By The learninG coMPAny In 1984. reLeaSeD FoR the APplE II, TRS-80 COlor ComputEr, aNd dOS, it has been DEsCribed as thE haRdest computeR gaMe of alL tIme.

sTory
THe pLayer Is readYIng himSelf for beD wHEn, suddENly, he faLLS tHrouGh the floor into an uNDeRGround city of roBots, RoBoTRoPOLis. the Player begiNs In the SEwers of THe CITY wiTH three programMable robots, ANd mUst makE hIs wAY to the Top of ThE CitY to try to finD his Way home agAin.

GamEPlay
The AIm of RobOt OdysSey Is tO proGRaM aNd cOnTRol RObOts (sParKy, CheckeRs, AnD ScanNer wITH A FourTh aDded In latEr levels) in ordEr tO escAPe RObotrOpoliS, a laByRinthIne undErgroUnD city filled with HundReds of rooMs oF pUzzLeS that NEed to bE soLveD to progRess any FUrtHeR. tHE cIty consists of five lEvELS oF increasIng difFIcUlTY, requiriNg The DesiGN Of morE and MOrE sophistIcated CIrCuIts.

A tutOrIal and RoBot TesTing lABoraTory (thE InnovatIon laB) Are also provideD With the game.

ExCEpT FOr THeir ColOr and initiaL proGRammIng, tHE tHreE RobotS are iDeNTiCAl inside. They are equiPpEd with Four tHrusters and buMper sensorS, A GRabber, a rAdio ANtENna (for basic comMunicAtion with oTHer robotS), a batTery, and a Periscope TO Use while RidIng InsIde A RObOt.

Throughout tHE Game, ThE player Is pResenteD wiTh vAriOus ChAllenges wHich requIrE pRoGrAmmIng thE Three robOtS to AcComPlish VArious Tasks. this Is DoNE by Wiring a SYnCHRonoUs DiGitaL ciRcUit, coNsisTIng Of logic Gates and fLip-FLops, InSiDe of the Robots. Tasks anD pUzzles rangE fRom NavigaTINg a simplE maze and retrieving items TO compleX taSks reQuirIng interaCtiOn and cOmmUNicatiOn betwEen twO oR moRE RobotS. tHoUgh ThE player can RIDe iNside ThE robOts, most Challenges involve tHE roBots acting autOnoMousLY AnD caNNoT Be cOmPLetED With the player inSide (and perHaPS sImply rewirINg tHeIr robot On the flY).

The rOBots can Also be wirEd up to chiPs, WhicH PRovIde a convenIent and rEproducibLE way tO PrOgram The Robots. vaRioUs pre-PrograMMed Chips Are scaTtEred thRoughOuT the city And range from complex circUits suCh as a WalL-hugging cHip WHicH can be useD to nAvigate thrOugH maZes anD coRRidorS (one OF wHicH Is wirEd to A Robot at thE BeGinNINg) To clocks and COUNteRs. The PlaYEr must Find Out how these chips wORk themselves, as The oNLY
Notes

References 

Catego ry:Compute r mem ory 
Ca te gory :Non -volatile memo r y Ro bot Odyssey

Robot Ody sseyis an a d ve nture  game,p ub l i she dby  Th eL ea rning  Co mpany i n 1984. Re lea se d for the Ap p le  II, TRS-8 0 C olor Compute r,and DO S,  it has b een  desc ribeda s thehardest c om p uter g a me of a l l  t ime. 

Story
The playe r  i s  readying hims elf fo rb ed w hen , s uddenly, h efalls through th e f loo r  into an unde rground cit y  of  robot s,  Ro b otropo lis.Th e  pl ayer begins  inthe sewer s of t h e cityw ith thr ee pro gra mma bler ob ot s,an d  mu s tmak e  hi s way to  t he  topof t h e c itytotryto fi nd his way ho meagai n .
Gamep lay
T he a im  of R obot O dysse yis to program a nd c ontrol ro bot s(Sp ar ky, C h eckers , a ndScanner  with a fou rt h a dd ed in later levels )i n  o rder toescape Ro bo t ropolis,  a  la byri n t hineunde r gr ound cit y fill e dwi th hund re ds ofro oms  of  puzz l es t hat ne ed to be  solv e d to progressa ny further. T h ec i ty cons ist s of five l evel s  ofincr e as ing diffi culty ,r eq u iring the design of  m ore an d mor e sophisticat ed circuit s . 
A tutor iala nd robot testinglabor atory (the Innovati on la b) are a lso provi d e d with t hegam e.
Ex c e pt  for their co l o r an dinitial  pr ogrammi ng,  th e t hre erobots ar e identi ca lin si de.  They are equi pp edwi thfourt hruste rs an d bu mp er sen sors, a gr a b ber,  a  r adio  an te nna ( forb asi c commu nicationwit h  oth er  r obots),  a battery, a nd  a perisco pe  to  use w h i le ridin g inside a robot.

Thro u ghout t hegame,  the  player i s p resent edw ith va riouschall en ges w hichr e qu ire  p rogramming t hethree  r obot s to ac complish various t a sks . This is don e b y wi r i ng  as yn c hro no u s d i g ital circuit, c onsistingof lo gic gatesa ndfl ip-flop s, insi de of the rob ots. Task s and puz zl es r a n gefrom navig ating asimple ma z e and re triev ing  items  t o c omple x task s  re quiri ng int er action  andco mmunicat ion between two or more  robot s. Th oug h the pla yer can  ride ins idethe robots , m ost  chal len g es in volv e  t her obots  act i ng autono m ou sly a nd  cannot bec o m ple ted w ith the pl ayer  inside (and perh a ps simply rewi ring t hei r r o boton  the fly).

Th e r ob o t s can al so  be wired u p to chi ps ,  whic h prov ide aconveni e n ta nd rep rodu cib le way to  pr og r am thero bo t s. Var ious  p re-pro gramme d  chi p s  are scattered t hroug h o ut th e  ci ty an drange f r om c omplex cir cuits suchas a w all- huggi ng chip  w hich c anbe  used to n a vigate th rough  mazesan d co rri dors ( oneo f  whic h is  w ire d to a ro b o ta tth e  be ginn ing)to  clo cks and c o unters.The playermu stf i nd out ho w these chip s w ork t h e mselves, a s  the on l y
Notes

References 

Category:Computer_memory
Category:Non-volatile memory_Robot Odyssey

Robot Odyssey is_an adventure_game,_published by_The_Learning Company in_1984. Released for_the Apple II, TRS-80_Color Computer, and_DOS,_it has been described as the hardest computer game of all time.

Story
The player is_readying_himself for_bed_when,_suddenly, he falls through the_floor into an underground city_of robots,_Robotropolis. The player begins in the sewers of_the_city with three_programmable robots, and must make his way to the_top of the city to try_to find his_way_home_again.

Gameplay
The aim of Robot_Odyssey is to program and control_robots (Sparky, Checkers, and Scanner with_a fourth added in later levels) in_order to escape Robotropolis, a labyrinthine_underground city filled with hundreds_of rooms_of puzzles that need to_be solved to_progress any_further. The city_consists of five levels of increasing_difficulty, requiring the_design of more and more sophisticated_circuits.

A_tutorial and robot_testing_laboratory_(the Innovation_lab) are also_provided_with the_game.

Except_for their color and initial programming,_the_three robots are identical inside. They are_equipped with four thrusters_and_bumper sensors, a grabber,_a radio antenna (for basic_communication with other robots), a battery,_and a_periscope to_use while riding inside a robot.

Throughout the game, the player is_presented with various challenges which require_programming the three robots_to accomplish_various_tasks. This is_done_by wiring_a synchronous digital circuit, consisting of logic_gates and_flip-flops, inside of the robots. Tasks_and puzzles range from_navigating_a simple maze and retrieving items_to complex tasks requiring interaction and_communication between two or more_robots._Though_the player can ride inside_the robots, most challenges involve the_robots acting autonomously_and cannot be completed with the player_inside_(and perhaps simply rewiring their robot_on_the fly).

The robots can also be_wired_up_to chips, which provide a_convenient and reproducible way to program_the robots. Various pre-programmed chips are scattered throughout the_city and range_from complex circuits such as_a_wall-hugging_chip which can be used to navigate through mazes and_corridors (one_of which is_wired to a robot at the beginning) to clocks and_counters. The player must find out how_these chips work themselves, as the only