Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!spool.mu.edu!munnari.oz.au!goanna!minyos.xx.rmit.oz.au!s892031 From: s892031@minyos.xx.rmit.oz.au (Pumpkin Power) Newsgroups: comp.sys.amiga.games Subject: Re: Stellar 7 Message-ID: <1991Jun14.083440.21321@minyos.xx.rmit.oz.au> Date: 14 Jun 91 08:34:40 GMT References: <676362172.44@egsgate.FidoNet.Org> Organization: RMIT Computer Centre, Melbourne Australia. Lines: 25 Cedric.Beust@f98.n250.z1.FidoNet.Org (Cedric Beust) writes: >In article <91150.130131MBS110@psuvm.psu.edu> MBS110@psuvm.psu.edu (MarkNo >Goofy Nickname Sachs) writes: >> >>Say, here's a neat idea for a PD game... anyone up to translating the >>original Stellar 7, wireframe graphics and all? Hmm, I may even take a >>whack at it myself. > I'd be very interested if such a project came to achievement! Too late. Dynamix, a division of Sierra, has produced yet another piece of excremental software, and stuck the label 'Stellar 7' on it. It's basically a conversion of the old game, but with filled vectors. Problem being the people who programmed it obviously don't know the difference between the Amiga and the IBM. The vectors were obviously done purely with the processor, and probably written in C (or possibly Pascal!!) on top of that. If you've got an accelerator then it will probably update at an acceptable speed (if it doesn't crash...) It will still have a playability of about zero though (slow vectors aside, the game was still crap IMHO). Needless to say, after testing it in the store I didn't buy it. I'd suggest you test it out before paying any money also!! Peter Barton (s892031@minyos.xx.rmit.oz.au)