GamesSimHero coder finds bug in Lunar Lander after 55 years—‘I suspect everybody else was just happy to play the game and have fun’When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesSimHero coder finds bug in Lunar Lander after 55 years—‘I suspect everybody else was just happy to play the game and have fun’When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: Bettmann via Getty Images)

Apollo 11 touched down on the moon’s surface on July 20, 1969, an achievement for all humankind that put a full stop on the first iteration of the space race. Neil Armstrong stepped into history as the globe watched and among the millions in awe was 17 year-old schoolboy Jim Storer.
Text-based and written in the early programming language FOCAL, Lunar Landing Game would ask the player for instructions on each turn, with the height, velocity, and remaining fuel of the lander calculated over each in-game second of the descent. Essentially it’s a game about using your fuel supply to slow and control the craft’s descent, and when the craft reaches the surface the player gets a report on their landing speed and remaining fuel.
The whole game is less than 50 lines of code, but its apparent simplicity belied the calculations underlying the simulation, and over the years the game became widely popular as a programming challenge. Even later, various popular commercial versions would add a visual layer (to give an idea of its longevity, Atari is currently in the process ofdeveloping an official sequel).
Suicide burn
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“With some trial and error and a bit of (manual) binary search, you can find the schedule that just barely has you landing. You burn nothing for 70 seconds, then 164.31426784 lbs/sec for the next 10 seconds, then the max 200 lbs/sec after that,” writes Martin.
“The game considers a perfect landing to be less than 1 MPH, but here we land at over 3.5 MPH and are told we ‘could be better.’ Yet burn even 0.00000001 more lbs/sec, and you miss the surface entirely, ascending at 114 MPH:
“How did we go from a hard landing to not landing at all, without a soft landing in between?”
When the coder started looking into why, he found that rather than “the simple Euler integration that’s common in video games even today”, underpinning the game’s logic were more sophisticated equations: “Jim [Storer] used the exact solution, the Tsiolkovsky rocket equation, with a Taylor series expansion for the logarithm,” writes Martin. “He also used some algebra to simplify it and reduce the amount of round off error. Very impressive for a high school senior in 1969.”
Martin contacted Storer to confirm what he’d found, and ask about where this sophisticated math had come from. “I was skilled at calculus at the time and familiar with concepts like a Taylor series,” says Storer, “but also my recollection is that my father, who was a physicist, helped me in the derivation of the equations.”
Either way, the the rocket equation is what should make the suicide burn optimal, and the accuracy of the Taylor series suggests that’s not the issue either. Instead the problem was contact: the moment where the Lander lands.
As Martin goes on to explain, the error creeps in when the game is trying to approximate the bottom of the trajectory. The coder presents his full working outin the blog postbut, essentially, it comes down to Storer using an alternate form of a quadratic formula where for whatever reason “he’s missing the 2 in the denominator inside the square root! It was probably a simple error, either when deriving the formula or typing it into the computer.” As Martin is careful to point out, Storer wouldn’t have had access to algebra software and was doing this all with pencil and paper.
Martin goes on to explain the effect of fixing the bug, and spitball about some of the reasoning. Though he does note sadly that, even with the bug fixed, there are some optimal landing strategies but “the theoretical full-thrust-on-landing suicide burn, that takes around 148 seconds, eludes us.”
As for a bug surviving in a piece of popular software for 55 years?
“That’s probably because, even with the bug, it was a fun game, both difficult and possible to land gently,“writes Martin.“The quest to not just win, but find the optimal strategy, can certainly lead to trying to understand small discrepancies. I suspect everybody else was just happy to play the game and have fun.”
If you’re interested in the history of Lunar Lander,this 40th anniversary retrospective speaks to Storer himselfabout the game’s creation. And if you just like old bugs, here’s a doozy: the developerwho returned to his game after four decades, then found and fixed a typo so it actually worked.
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