Death Wake (1985) 
Details (Sinclair ZX Spectrum) | Supported platforms | Artwork and Media | |
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Publisher: Genre: Author(s): Minimum Memory Required: Maximum Players: Joysticks: Language: Media Code: Media Type: Country of Release: Comments: | ![]() Arcade Binary Design Ltd, John Pickford, Ste Pickford 48K 1 Kempston, Interface 2, Cursor, Redefinable Keys Eng N/A Audio cassette Europe | Click to choose platform: Amstrad CPC Commodore 64 Sinclair ZX Spectrum |
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Deathwake was a war simulation / tactics game in the form of a map screen and several sub games. The concept was dictated by the publisher, Quicksilva, but the actual game designed on the hoof by the development team at the newly formed Binary Design studio.
The team were given 8 weeks to design and develop the game, on all three formats, but it actually took about 12.
The game appears to have been re-released at some point on the Bug-Byte label, as a budget release, although nobody bothered to tell us at the time.
Ste Pickford writes: "I only did the font for this game. I loved designing fonts, and it was always quite tricky to design a readable font in 8x8 pixels, so I think what happened was that John took one I'd done at home into work with him and used that in the game, rather than one designed by the artist. Besides, the deadline was so tight for this game I suspect Pete was glad of any help which reduced his workload. I was, of course, delighted that some of my pixels ended up in a game published by the declining, but still reputable, Quicksilva, as it meant I could show off at school."
The team were given 8 weeks to design and develop the game, on all three formats, but it actually took about 12.
The game appears to have been re-released at some point on the Bug-Byte label, as a budget release, although nobody bothered to tell us at the time.
Ste Pickford writes: "I only did the font for this game. I loved designing fonts, and it was always quite tricky to design a readable font in 8x8 pixels, so I think what happened was that John took one I'd done at home into work with him and used that in the game, rather than one designed by the artist. Besides, the deadline was so tight for this game I suspect Pete was glad of any help which reduced his workload. I was, of course, delighted that some of my pixels ended up in a game published by the declining, but still reputable, Quicksilva, as it meant I could show off at school."
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History
This title was first added on 4th January 2012
This title was most recently updated on 22nd March 2013