Yo, I just recently discovered that calculators can be programmed after stumbling upon an unfinished pong game in the programs of one of my school's calcs. I copied it down and modified it into a crappy unoptimized flappy bird-esque game. Sorry if this is in the wrong section or if it's been done a million times before, I hope that somebody might enjoy it and possibly improve upon it.

THE GAME

Navigate the bird ( > ) between the pillars ( I ) By timing your jumps

the bird is constantly falling and if it hits the ground or the pillars, the game is over.

THE CONTROLS

Jump with the up arrow ↑ or the Enter key.

THE CODE (I typed this as it appears in the calculator but added comments to the side with a //)

```
4→Y // y coordinate of player
18→X // x coordinate of pillar
randInt(4,8)→N // y coordinate of starting pillar piece, N, used to determine y coordinate of other pillar pieces
N→O // N O P Q and R form the coordinates of the pillar
O→P
P→Q
Q→R
0→L //Check if the the game is lost, 0 is false and 1 is true
0→S //The current score
0→F //The step counter
1→G //The max number of steps before the game progresses 1 frame, make it larger to make the game slower
If (N+1<9) //Determine where each piece of the pillar should go
Then
N+1→O
Else
N-6→O
End
If (N+2<9)
Then
N+2→P
Else
N-5→P
End
If (N+3<9)
Then
N+3→Q
Else
N-4→Q
End
If (N+4<9)
Then
N+4→R
Else
N-3→R
End
Repeat 0 //Start the game loop
If (F<G) // Count 1 step
Then
F+1→F
End
getKey→K //Check if the up arrow or enter key is pressed, if so, jump
If (K=105 or K=25)
Then
If (Y-3>1)
Then
Y-3→Y
Else
1→Y
End
End
If (F=G) // Check if the max number of steps has been reached
Then
If (X-2>0) //If the max number of steps has been reached, move the pillar 2 spaces
Then
X-2→X
Else
randInt(4,8)→N //If the pillar has reached the end of the screen, reset its location and give it a random y coordinate
16→X
End
If (Y+1 <9) // (Gravity) within the max steps reached part of the code, if max steps reached, move the player down
Then
Y+1→Y
Else
1→L
End
0→F
If (N+1<9) // Once again, setting the location of all the pillars around the central N pillar
Then
N+1→O
Else
N-6→O
End
If (N+2<9)
Then
N+2→P
Else
N-5→P
End
If (N+3<9)
Then
N+3→Q
Else
N-4→Q
End
If (N+4<9)
Then
N+4→R
Else
N-3→R
End
ClrHome //Clear the screen and display the graphics
Output(N,X,"I")
Output(O,X,"I")
Output(P,X,"I")
Output(Q,X,"I")
Output(R,X,"I")
Output(Y,4,">")
Output(1,4,"SCORE:")
Output(1,11,S)
If (X=4) //If the pillars x coordinate equals the players x coordinate (4)
Then
If (Y=N or Y=O or Y=P or Y= Q or Y=R) //And the players y coordinate is equal to one of the pillar pieces y
Then
1→L // Set the lose variable to true
Else
S+1→S // If the player dodged inbetween the pillars, add 1 point to the score
If (S>H) //If the players score is greater than the highscore, set highscore to score
S→H
End
End
End
If L=1 //If lose is equal to true, display the highscore and stop the program
Then
Output(2,6,"BEST:")
Output(2,11,H)
Output(5,11,"PRESS")
Output(6,11,"ENTER")
Stop
End
End
```