Walkthroughs

# Human Resource Machine walkthrough - code solutions for Year 7 to Year 25

The blue years

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| Human Resource Machine

Human Resource Machine is a game about programming. And developer Tomorrow Corporation doesn't even try to hide that fact, like Spacechem or Infinifactory does.

You are literally writing code, complete with loops and logic gates, to manipulate data. You've even got a little memory space to play around with, drawn out as a grid on the floor.

As such, the game can be very tricky for non coders. Which is why we've put together this walkthrough, to help you get through a tricky level. Right now, this guide only covers the main stages on the critical path up the elevator.

If you've got a better solution (that hits an optimisation challenge we missed), please drop it in the comments below!

Year 7 - Zero Exterminator

Objective: Send all things that are not zero to the outbox.

Room layout:

Our code:

This code will complete the following optimisation challenges: Size only

Year 9 - Zero Preservation Initiative

Objective: Send only the zeros to the outbox.

Room layout:

Our code:

This code will complete the following optimisation challenges: Size only

Year 11 - Sub Hallway

Objective: For each two things in the inbox, first subtract the 1st from the 2nd and put the result in the outbox. And then, subtract the 2nd from the 1st and put the result in the outbox. Repeat.

Room layout:

Our code:

This code will complete the following optimisation challenges: Size and speed

Year 13 - Equalization Room

Objective: Get two things from the inbox. If they're equal, put one of them in the outbox. Discard non-equal pairs. Repeat!

Room layout:

Our code:

This code will complete the following optimisation challenges: Size only

Year 14 - Maximization Room

Objective: Grab two things from the inbox, and put only the bigger of the two in the outbox. If they are equal, just pick either one. Repeat!

Room layout:

Our code:

This code will complete the following optimisation challenges: Neither

Year 16 - Absolute Positivity

Objective: Send each thing from the inbox to the outbox. But, if a number is negative, first remove its negative sign.

Room layout:

Our code:

This code will complete the following optimisation challenges: Speed only

Year 19 - Countdown

Objective: For each number in the inbox, send that number to the outbox, followed by all numbers down to (or up to) zero. It's a countdown!

Room layout:

Our code:

This code will complete the following optimisation challenges: Neither

Year 20 - Multiplication Workshop

Objective: For each two things in the inbox, multiply them, and outbox the result. Don't worry about negative numbers for now.

Room layout:

Our code:

This code will complete the following optimisation challenges: Neither

Year 21 - Zero Terminated Sum

Objective: The inbox is filled with zero terminated strings! Add together all the numbers in each string. When you reach the end of a string (marked by a zero), put your sum in the outbox. Reset and repeat for each string.

Room layout:

Our code:

This code will complete the following optimisation challenges: Speed only

Year 23 - The Littlest Number

Objective: For each zero terminated string in the inbox, send to the outbox only the smallest number you've seen in that string. You will never be given an empty string. Reset and repeat for each string.

Room layout:

Our code:

This code will complete the following optimisation challenges: Neither

Year 25 - Cumulative Countdown

Objective: For each thing in the inbox, outbox the sum of itself plus all numbers down to zero. For example, if inbox is 3, outbox should be 6, because 3+2+1 = 6.

Room layout:

Our code:

This code will complete the following optimisation challenges: Size and speed

More Solutions Year 1 - 6 | Year 7 - 25 | Year 29 - 41