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HP HP-67 - Page 130

HP HP-67
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126
Simple
Programming
Some
programs
are
recorded
on
both
sides
of
a
magnetic
card,
so
the
card
must
be
run
through
the
card
reading
mechanism
twice—once
on
each
side.
If
a
second
side
of
a
magnetic
card
must
be
read,
the
calculator
prompts
you
by
displaying
____|after
you
have
read
the
first
side.
However,
the
Moon
Rocket
Lander
program
is
fairly
short,
so
the
complete
program
has
been
recorded
twice,
once
on
each
side
of
this
factory-prerecorded
card.
You
can
easily
see
when
a
card
has
been
read
completely
because
the
calculator
will
then
display
the
original
contents
of
the
X-register.
The
Moon
Rocket
Lander
program
has
now
been
loaded
into
the
calculator
and
you
can
try
to
“‘land’’
the
calculator
on
the
moon
without
‘‘crashing.”’
The
Game.
The
game
simulates
a
rocket
attempting
to
land
on
the
moon,
|
with
you
as
the
pilot.
As
the
game
be-
gins,
you
are
descending
at
a
velocity
of
50
ft/sec
from
a
height
of
500
feet.
Velocity
and
altitude
are
shown
in
a
combined
display
as
-50.500,
the
al-
titude
appearing
to
the
right
of
the
decimal
point
and
the
velocity
to
the
left.
The
negative
sign
on
the
velocity
indicates
downward
motion.
As
the
game
begins,
you
have
60
units
of
rocket
fuel.
The
object
of
the
game
is
to
control
your
descent
by
keying
in
fuel
“‘burns’’
so
that
when
you
reach
the
surface
of
the
moon
(altitude
0),
your
velocity
is
also
zero
and
you
settle
down
gently
into
the
powdery
moon
dust.
When
you
press
[§,
the
game
begins.
The
velocity
and
altitude
are
shown
in
the
calculator
display.
Then
the
number
of
remaining
fuel
units
are
shown,
and
the
display
begins
a
countdown
to
burn
time.
The
display
counts
“‘3,””
“2,>”
“1,””
““0.””
When
the
countdown
reaches
zero,
you
have
one
second
to
key
in
a
fuel
burn.
The
best
choices
for
fuel
burns
are
digits
of
1
through
9.
A
zero
burn,
which
is
very
common,
is
accomplished
by
doing
nothing.
After
each
burn,
the
calculator
display
will
show
first
the
new
velocity
and
altitude,
then
the
remaining
fuel
units,
then
will
count
down
to

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