

While the game's chip only required 15 bytes of input, not all 15 bytes could be used to full precision since that would have required 700 K of read-only memory and a bit rate of 12,000 to produce a frame rate of 100 Hz-which was impractical at the time. Due to limited memory, the speech synthesizer had to reuse various wave samples in multiple contexts, producing what is called " ersatz speech." Programming and editing words through such a process was lengthy and involved for the designers. Īt the time, electronics capable of speech were a novelty. Milton's electronic voice was designed to sound more human by featuring an accent and casual dialect. A successful strategy is to remember the locations of incorrect matches, since on the next turn one may be able to use either the beginning or end of that phrase to complete another match successfully. If the match is incorrect, Milton will respond negatively with a sarcastic laugh, a razz sound, or by saying the attempt was "Garbage", "Ridiculous", "Absurd", or "No Way". If the match is correct, Player 1 scores a point and Player 2 takes a turn. The same player then presses one of the bottom yellow buttons and listens to the end of a phrase.

Player 1 then presses any one of the top red phrase buttons and listens to the beginning half of a phrase. When the game begins, Milton recites 7 correctly completed three-word phrases. There are 7 red and 7 yellow buttons on Milton. Although the release of Milton may have been an attempt to cash in on Simon's popularity, the game did not meet with the same level of success. The object of Milton is to correctly recall and match up spoken phrases, as opposed to Simon's patterns of light and sound. It has some similarities to Simon, which is a popular electronic game that was introduced in 1978, also by Milton Bradley. Milton is essentially a game of memory skill.
