RWAP Software 30th Anniversary - Second Week Competition

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RWAP
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RWAP Software 30th Anniversary - Second Week Competition

Post by RWAP »

Another competition - to win £30 to spend on RWAP Software products - answer below with the answer to the following question:

"Excluding magazine articles and magazine listings, what was the first product for which we received payment?"

Closing date will be 15th November. £30 to be spent by 31st December 2016. WInner picked at random from correct entries.
RWAP
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Re: RWAP Software 30th Anniversary - Second Week Competition

Post by RWAP »

Competition closes tomorrow and no entries on here !! :o

Clues:
a) It is a QL programClue - this is a QL software title which I spent many an hour in around 1988-90 working on and improving.
b) You can build a bridge to move your pieces around; or hide in the undergrowth...
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1024MAK
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Re: RWAP Software 30th Anniversary - Second Week Competition

Post by 1024MAK »

We can't take all the prizes, gotta leave one for the folks on QL Forum to have a go at :lol:

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RWAP
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Re: RWAP Software 30th Anniversary - Second Week Competition

Post by RWAP »

Final clue.....

Our version of the program was reviewed in QL World in 1989. You might also find the answer by reading a little of the RWAP Software history which appears on our website - www.rwapsoftware.co.uk
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blittled
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Re: RWAP Software 30th Anniversary - Second Week Competition

Post by blittled »

I'll take a guess at it. Is it D-Day MKII?
2X Timex Sinclair 1000, ZX81, ZX80Core, 5X 16K Ram Pack, ZXBlast, ZX P file to Ear Input Signal Converter, Elf II
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Re: RWAP Software 30th Anniversary - Second Week Competition

Post by RWAP »

Congratulations to M Uttley (on Facebook) who guessed correctly with D-Day MKII - http://www.rwapadventures.com/ql_wiki/i ... ay&lang=en

D-Day MKII was the first item (other than magazine reviews) we received any payment for - it was actually a payment of £50 initially just to fix the bugs which prevented you from finishing the game (the program was a mass of GO TOs and GO SUBs which eventually ended up in a badly nested loop from which there was no escape).

After discussions with the original publishers (Games Workshop) we agreed to continue developing the program and re-wrote it in modular SuperBASIC, with custom written 68000 machine code routines, so that it could be compiled. We then went on to develop more features and even finished off the code for some original ideas we had found in the code (such as enabling ships and lorries to move troops and howitzers around the playing field).

The game proved to be our best selling QL game over the years - just for fun - how many copies do you think were sold (at least the ones we still have records for)?
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