![]() |
|
![]() |
| That's awesome
I just wanted to add, there's also mechanical lander games that pre-date lunar lander I can't find a picture. IIRC the machine was something like this https://content.invisioncic.com/r322239/monthly_10_2015/post... Except it had terrain and pits. A pit would light up and you needed to land in the pit (your ship landing would depress the button in the center of the pit). If you didn't aim well your ship would hit the edge of the pit, tilt, and you'd fail. If you did hit the button then the light would go off and a different pit would light up. -- update -- now that I think about it, maybe the controls were more like UFO catcher where you'd align at the top and then press "land". Anyway, it used to be at Disneyland at the Main Street Arcade. |
![]() |
| Pretty cool, the offending line seems to be 08.10 [1].
I thought it was a little odd that he mentioned "impressive for a high school senior in 1969" multiple times throughout -- honestly I would imagine that growing up in the Space Age would have had a massive influence on technically minded folks, reminds me of that movie from a while back called October Sky. In the interview in TFA with the game's author he mentions being skilled at calculus--seems to me that if you were interested in space/rocketry/etc. and had the aptitude it makes sense that you'd try your hand at programming a lunar landing game. [1]: https://www.cs.brandeis.edu/~storer/LunarLander/LunarLander/... |
![]() |
| Oh, thanks. There was an arcade game called Lunar Lander and I thought that this was the exact same thing, and I guess I didn't pay much attention to the pictures. |
![]() |
| I played the ABC-80 version of Lunar Lander way back then. Checking today, it seems to use a simpler Euler integration instead, and a curious value for G (?) |
![]() |
| Automobiles are more (wear-)efficient at braking when they use the engine to brake, not the brakes, so that would probably be a better approach to automate |
![]() |
| The game is tiny. It does not even have any graphics. It would be an impressive feat to fit even 10 bugs in there, and still have it seem like a functioning game. |
![]() |
| Why? This is from a time when there weren't any "other games". Heck, there were no computer games, period: there were only applications that could be described as "a sort of game on the computer" but only in the sense that you were asked to perform a task, tell the application what you though the task parameters should be, and then the application told you whether you were right.
Applications were also still measured in bytes (the idea of the average program being so large that everything needed to be described in kilobytes was still in its infancy). So you literally didn't have enough space to hide 100 bugs that would linger unnoticed for 55 years: 100 bugs would be your entire source code. In fact, here's the source code for the game in the article: https://www.cs.brandeis.edu/~storer/LunarLander/LunarLander/... - it's 2027 bytes. If it had 100 bugs, or even 5, it either wouldn't run, or it would be obviously wrong. And that source code also illustrates the kind of "game" this is: it's just a text prompt to get you to fill in the values that set up the flight, and then it runs a simulation with your parameters and spits out the result. That was enough to constitute a game people would play religiously, back in the day. Things changed a lot since then =D |
https://technologizer.com/2009/07/19/lunar-lander/index.html
My favorite part is this:
“After leaving high school I never thought about the game again,” says Storer. “Until about a couple of months ago when someone e-mailed me about this, I was completely unaware of any Lunar Lander game other than the one I wrote in high school.”