Legends Of Valour
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Legends Of Valour
''Legends of Valour'' is a role-playing video game developed by Synthetic Dimensions and released by U.S. Gold and Strategic Simulations in 1992 for the Amiga, Atari ST and MS-DOS, with the additional FM Towns and PC-98 versions in 1993-1994 in Japan only (as ''Legends of Valour: Gouyuu no Densetsu''). As the game was planned to be a first part of the series, its full title is ''Legends of Valour: Volume I – The Dawning''. The proposed unreleased sequel to ''Legends of Valour'' was to take place in the world outside Mitteldorf, the enclosed city where the entirety of ''Legends of Valour'' takes place. Plot The protagonist arrives in Mittledorf (which translates to ''middle village'' in English from German) to visit their cousin Sven (named Gareth in the early version). Shortly after their arrival, the city is quarantined due to an outbreak of plague and they are barred from leaving. Sven is missing, and throughout the course of the game the protagonist seeks to find him. This is ...
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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

Point-and-click
Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and click is in hypermedia, where users click on hyperlinks to navigate from document to document. Point and click can be used with any number of input devices varying from mouses, touch pads, trackpoint, joysticks, scroll buttons, and roller balls. User interfaces, for example graphical user interfaces, are sometimes described as "point-and-click interfaces", often to suggest that they are very easy to use, requiring that the user simply point to indicate their wishes. These interfaces are sometimes referred to condescendingly (e.g., by Unix users) as "click-and-drool" or "point-and-drool" interfaces. The use of this phrase to describe software implies that the interface can be controlled solely through the mouse (or some other means such as ...
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Polygon (computer Graphics)
Polygons are used in computer graphics to compose images that are three-dimensional in appearance. Usually (but not always) triangular, polygons arise when an object's surface is modeled, vertices are selected, and the object is rendered in a wire frame model. This is quicker to display than a shaded model; thus the polygons are a stage in computer animation. The ''polygon count'' refers to the number of polygons being rendered per frame. Beginning with the fifth generation of video game consoles, the use of polygons became more common, and with each succeeding generation, polygonal models became increasingly complex. Competing methods for rendering polygons that avoid seams * Point **Floating Point ** Fixed-Point **Polygon **because of rounding, every scanline has its own direction in space and may show its front or back side to the viewer. *Fraction (mathematics) **Bresenham's line algorithm **Polygons have to be split into triangles **The whole triangle shows the same sid ...
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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The Legend Of Darkmoon
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pron ...
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The One (magazine)
''The One'' was a video game magazine in the United Kingdom which covered 16-bit home gaming during the late 1980s and early 1990s. It was first published by EMAP in October 1988 and initially covered computer games aimed at the Atari ST, Amiga, and IBM PC compatible markets. Like many similar magazines, it contained sections of news, game reviews, previews, tips, help guides, columnist writings, readers' letters, and cover-mounted disks of game demos. The magazine was sometimes criticised for including "filler" content such as articles on Arnold Schwarzenegger with the justification that an upcoming film had a computer game tie-in. Readers also initially had trouble buying the magazine due to the name; ''The One'' lead to confusion among newsagents over exactly which magazine they meant. History In 1988 the 16-bit computer scene was beginning to emerge. With Commodore's Amiga and Atari's ST starting to gain more and more coverage in the multi format titles, EMAP decided it ...
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Ultima Underworld
''Ultima Underworld: The Stygian Abyss'' is a first-person role-playing video game developed by Blue Sky Productions (later Looking Glass Studios) and published by Origin Systems. Released in March 1992, the game is set in the fantasy world of the ''Ultima'' series. It takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed utopian civilization. The player assumes the role of the Avatar—the ''Ultima'' series's protagonist—and attempts to find and rescue a baron's kidnapped daughter. ''Ultima Underworld'' has been cited as the first role-playing game to feature first-person action in a 3D environment, and it introduced technological innovations such as allowing the player to look up and down. Its design combines simulation elements with concepts from earlier role-playing video games, including ''Wizardry'' and '' Dungeon Master'', which led the game's designers to call it a " dungeon simulation". As such, the game is non-linear a ...
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Dwarf (Middle-earth)
In the fantasy of J. R. R. Tolkien, the Dwarves are a race inhabiting Middle-earth, the central continent of Arda in an imagined mythological past. They are based on the dwarfs of Germanic myths who were small humanoids that lived in mountains, practising mining, metallurgy, blacksmithing and jewellery. Tolkien described them as tough, warlike, and lovers of stone and craftsmanship. Dwarves appear in his books ''The Hobbit'' (1937), ''The Lord of the Rings'' (1954–55), and the posthumously published ''The Silmarillion'' (1977), ''Unfinished Tales'' (1980), and ''The History of Middle-earth'' series (1983–96), the last three edited by his son Christopher Tolkien. Characteristics The medievalist Charles Moseley described the dwarves of Tolkien's legendarium as "Old Norse" in their names, their feuds, and their revenges. In the appendix on "Durin's Folk" in ''The Lord of the Rings'', Tolkien describes dwarves as: ''The J. R. R. Tolkien Encyclopedia'' considers Tolkie ...
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Elf (Middle-earth)
In J. R. R. Tolkien's writings, Elves are the first fictional race to appear in Middle-earth. Unlike Men and Dwarves, Elves are immortal. They feature in ''The Hobbit'' and ''The Lord of the Rings''. Their history is described in detail in ''The Silmarillion''. Tolkien derived his Elves from mentions in the ancient poetry and languages of Northern Europe, especially Old English. These suggested to him that Elves were large, dangerous, beautiful, lived in wild natural places, and practised archery. He invented languages for the Elves, including Sindarin and Quenya. Tolkien-style Elves have become a staple of fantasy literature. They have appeared, too, in film and role-playing game adaptations of Tolkien's works. Origins Germanic word The modern English word ''elf'' derives from the Old English word '' ælf'' (which has cognates in all other Germanic languages). Numerous types of elves appear in Germanic mythology; the West Germanic concept appears to have come to diffe ...
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Dice Notation
Dice notation (also known as dice algebra, common dice notation, RPG dice notation, and several other titles) is a system to represent different combinations of dice in wargames and tabletop role-playing games using simple algebra-like notation such as 2d6+12. Standard notation In most tabletop role-playing games, die rolls required by the system are given in the form AdX. ''A'' and ''X'' are variables, separated by the letter ''d'', which stands for ''die'' or ''dice''. The letter ''d'' is most commonly lower-case, but some forms of notation use upper-case ''D'' (non-English texts can use the equivalent form of the first letter of the given language's word for "dice", but also often use the English "d"). *''A'' is the number of dice to be rolled (usually omitted if 1). *''X'' is the number of faces of each dice. For example, if a game calls for a roll of d4 or 1d4, it means "roll one 4-sided die." If the final number is omitted, it is typically assumed to be a six, but in som ...
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Ægir
Ægir (anglicised as Aegir; Old Norse 'sea'), Hlér (Old Norse 'sea'), or Gymir (Old Norse less clearly 'sea, engulfer'), is a jötunn and a personification of the sea in Norse mythology. In the Old Norse record, Ægir hosts the gods in his halls and is associated with brewing ale. Ægir is attested as married to a goddess, Rán, who also personifies the sea, and together the two produced daughters who personify waves, the Nine Daughters of Ægir and Rán, and Ægir's son is Snær, personified snow. Ægir may also be the father of the beautiful jötunn Gerðr, wife of the god Freyr, or these may be two separate figures who share the same name (see below and Gymir (father of Gerðr)). One of Ægir's names, ''Hlér'', is the namesake of the island Læsø (Old Norse ''Hléysey'' 'Hlér's island') and perhaps also Lejre in Denmark. Scholars have long analyzed Ægir's role in the Old Norse corpus, and the concept of the figure has had some influence in modern popular culture. Names ...
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Freyja
In Norse paganism, Freyja (Old Norse "(the) Lady") is a goddess associated with love, beauty, fertility, sex, war, gold, and seiðr (magic for seeing and influencing the future). Freyja is the owner of the necklace Brísingamen, rides a chariot pulled by two cats, is accompanied by the boar Hildisvíni, and possesses a cloak of falcon feathers. By her husband Óðr, she is the mother of two daughters, Hnoss and Gersemi. Along with her twin brother Freyr, her father Njörðr, and her mother ( Njörðr's sister, unnamed in sources), she is a member of the Vanir. Stemming from Old Norse ''Freyja'', modern forms of the name include Freya, Freyia, and Freja. Freyja rules over her heavenly field, Fólkvangr, where she receives half of those who die in battle. The other half go to the god Odin's hall, Valhalla. Within Fólkvangr lies her hall, Sessrúmnir. Freyja assists other deities by allowing them to use her feathered cloak, is invoked in matters of fertility and love, and is fre ...
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