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Chronicles Of The Sword
''Chronicles of the Sword'' is an adventure game developed by Synthetic Dimensions and released by Psygnosis in 1996 for MS-DOS and Sony PlayStation platforms. The game, originally titled as ''King Arthur: The Quest of The Fair Unknown'', is based on Arthurian legends and uses a point-and-click interface. ''Chronicles of the Sword'' tells the story of the young knight Gawain on a quest to save Camelot from the scheming witch queen Morgana. It has received largely negative reviews. Gameplay ''Chronicles of the Sword'' is a third-person, mouse-based point-and-click graphic adventure game, featuring sprite based characters in 3D pre-rendered environments with switching viewpoints (described as similar to '' Alone in the Dark''). The game's user interface uses a context-sensitive cursor for movement and actions, and a classic adventure conversation system based on choosing dialogue options. It also includes a few action game elements in the form of simple combat sequences that ...
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Synthetic Dimensions
Synthetic Dimensions was a video game developer, 3D graphic design, animation and interactive media company based in Wolverhampton, United Kingdom. It was founded in 1985 in Solihull by Kevin Bulmer and his partner Kate Copestake and closed in 2012. Bulmer successfully took Synthetic public on both OFEX and AIM markets in 2000 (valued at 11 million pounds). It was also known as Dimension Creative Designs, Ltd. (DCD Ltd.). It is part of the Animation Forum West Midlands network.Animation Forum West Midlands , Beyond the Synthetic Dimension


Company history

The company achieved the Innovations Award at the

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Electronic Gaming Monthly
''Electronic Gaming Monthly'' (often abbreviated to ''EGM'') is a monthly American video game magazine. It offers video game news, coverage of industry events, interviews with gaming figures, editorial content and product reviews. History The magazine was founded in 1988 as U.S. National Video Game Team's ''Electronic Gaming Monthly'' under Sendai Publications. In 1994, ''EGM'' spun off '' EGM²'', which focused on expanded cheats and tricks (i.e., with maps and guides). It eventually became ''Expert Gamer'' and finally the defunct ''GameNOW''. After 83 issues (up to June 1996), ''EGM'' switched publishers from Sendai Publishing to Ziff Davis. Until January 2009, ''EGM'' only covered gaming on console hardware and software. In 2002, the magazine's subscription increased by more than 25 percent. The magazine was discontinued by Ziff Davis in January 2009, following the sale of '' 1UP.com'' to UGO Networks. The magazine's February 2009 issue was already completed, but was not pu ...
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Sub-Roman Britain
Sub-Roman Britain is the period of late antiquity in Great Britain between the end of Roman rule and the Anglo-Saxon settlement. The term was originally used to describe archaeological remains found in 5th- and 6th-century AD sites that hinted at the decay of locally made wares from a previous higher standard under the Roman Empire. It is now used to describe the period that commenced with the evacuation of Roman troops to Gaul by Constantine III in 407 and to have concluded with the Battle of Deorham in 577. Meaning of terms The period of sub-Roman Britain traditionally covers the history of the area which subsequently became England from the end of Roman imperial rule, traditionally dated to be in 410, to the arrival of Saint Augustine in 597. The date taken for the end of this period is arbitrary in that the sub-Roman culture continued in northern England until the merger of Rheged (the kingdom of the Brigantes) with Northumbria by dynastic marriage in 633, and longer i ...
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Albion
Albion is an alternative name for Great Britain. The oldest attestation of the toponym comes from the Greek language. It is sometimes used poetically and generally to refer to the island, but is less common than 'Britain' today. The name for Scotland in most of the Celtic languages is related to Albion: ''Alba'' in Scottish Gaelic, ''Albain'' (genitive ''Alban'') in Irish language, Irish, ''Nalbin'' in Manx language, Manx and ''Alban'' in Welsh language, Welsh and Cornish language, Cornish. These names were later Latinisation of names, Latinised as ''Albania'' and Anglicisation, Anglicised as ''Albany'', which were once alternative names for Scotland. ''New Albion'' and ''Albionoria'' ("Albion of the North") were briefly suggested as name of Canada, names of Canada during the period of the Canadian Confederation. Sir Francis Drake gave the name New Albion to what is now California when he landed there in 1579. Etymology The toponym is thought to derive from the Greek word , L ...
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Sword And Sorcery
Sword and sorcery (S&S) is a subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tales, though dramatic, focus on personal battles rather than world-endangering matters. Sword and sorcery commonly overlaps with heroic fantasy. Origin American author Fritz Leiber coined the term "sword and sorcery" in 1961 in response to a letter from British author Michael Moorcock in the fanzine ''Amra'', demanding a name for the sort of fantasy-adventure story written by Robert E. Howard. Moorcock had initially proposed the term "epic fantasy". Leiber replied in the journal ''Ancalagon'' (6 April 1961), suggesting "sword-and-sorcery as a good popular catchphrase for the field". He expanded on this in the July 1961 issue of ''Amra'', commenting: Since its inception, many attempts have been made to provide a precise definition of "swor ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Action Game
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games. In an action game, the player typically controls a character often in the form of a protagonist or avatar. This player character must navigate a level, collecting objects, avoiding obstacles, and battling enemies with their natural skills as well as weapons and other tools at their disposal. At the end of a level or group of levels, the player must often defeat a boss enemy that is more challenging and often a major antagonist in the game's story. Enemy attacks and obstacles deplete the player character's health and lives, and the player receives a game over when they run out of lives. Alternatively, the player gets to the end of the ...
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Cursor (computers)
In human–computer interaction, a cursor is an indicator used to show the current position on a computer monitor or other display device that will respond to input from a text input or pointing device. The mouse cursor is also called a pointer, owing to its resemblance in usage to a pointing stick. Etymology ''Cursor'' is Latin for 'runner'. A cursor is a name given to the transparent slide engraved with a hairline used to mark a point on a slide rule. The term was then transferred to computers through analogy. On 14 November 1963, while attending a conference on computer graphics in Reno, Nevada, Douglas Engelbart of Augmentation Research Center (ARC) first expressed his thoughts to pursue his objective of developing both hardware and software computer technology to "augment" human intelligence by pondering how to adapt the underlying principles of the planimeter to inputting X- and Y-coordinate data, and envisioned something like the cursor of a mouse he initially called ...
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Context-sensitive User Interface
A context-sensitive user interface offers the user options based on the state of the active program. Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus. A user-interface may also provide context sensitive feedback, such as changing the appearance of the mouse pointer or cursor, changing the menu color, or with auditory or tactile feedback. Reasoning and advantages of context sensitivity The primary reason for introducing context sensitivity is to simplify the user interface. Advantages include: * Reduced number of commands required to be known to the user for a given level of productivity. * Reduced number of clicks or keystrokes required to carry out a given operation. * Allows consistent behaviour to be pre-programmed or altered by the user. * Reduces the number of options needed on screen at one time. Disadvantages Context sensitive actions may be perceived as dumbing down of the user interface - leaving the operator at a loss as t ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input ...
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Pre-rendered
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-ti ...
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