Game design by Interplay. Coding by Michael Quarles, Jayesh Patel and Troy Worrell. Graphics by Todd J. Camasta and Bruce Schlickbernd. Sound FX by Kurt Heiden.
 Game supports savegames, dial-up/null modem gameplay using two Amiga computers, and a quit back to WB option.
 Originally developed/marketed/published in the U.S. by Interplay and distributed by EA, the game was licensed from Interplay for publication in Europe by Electronic Arts.
TRIVIA – In sharing some insights into the development of BATTLE CHESS, lead coder Mike Quarles had this to say in 1988 at the time of release on the Amiga:
'Do you have any idea what it’s like to have an artist hand you eight disks’ worth of animation data and your boss tells you that you have to pack it down to one? Well, that's what happened to me. Brian (Fargo) also informed me that I would have to put my program and 200k of digitized sound on the same disk. Needless to say, I knew there were going to be hard times ahead for all of us working on Battle Chess.
It would have been much easier on me if we could have given away a hard disk and a 2MB RAM card with every game! I can remember Todd, Jay, Bruce and myself working weekends and long hours, without such luxuries as sleep, to meet deadlines like consumer shows and demos for overseas buyers, and then having to go home and promise our wives that it would be over soon. lt’s been one tough haul but we’re very proud of Battle Chess. Through all of this we kept one theme in mind, “Never ever let the quality slip.” I have to admit we had a lot of fun story-boarding the combats even though most of that credit goes to Todd.
We worked this hard because of Interplay. We have a lot of talented people here — we know if we work hard enough we can put out great games that we all can enjoy and be proud of.' [Source: Mike Quarles (coder), BATTLE CHESS game manual]