Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!olivea!uunet!munnari.oz.au!bruce!monu0.cc.monash.edu.au!monu6!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: <1991Jun20.180949.9760@minyos.xx.rmit.oz.au> Date: 20 Jun 91 18:09:49 GMT References: <676362172.44@egsgate.FidoNet.Org> <1991Jun14.083440.21321@minyos.xx.rmit.oz.au> <72951@microsoft.UUCP> Organization: RMIT Computer Centre, Melbourne Australia. Lines: 19 iank@microsoft.UUCP (Ian KENNEDY) writes: >I just got Stellar for my A3000/25/50. It's really nice. On a slow Amiga >it would suck mud but on an accelerated machine it works fine. It even >states in the documentation that it runs on the A3000. Even at maximum >detail level this game is fast on an A3000. I would not recomend this >game for non-accelerated Amigas but if you have a fast machine and loved >the C-64 Stellar 7 then you'll like this one. That's the point though. The people at Sierra programmed it like they do all their Amiga software - ignoring the custom chips. If they'd had used the blitter with their vectors then the game would have been much better on a standard Amiga. No improvement on accelerated machines (and probably slower than it is now), but at least it would be playable on the majority of machines. For me the update was just too slow - I'd prefer it to have been left as line vectors like the C64, at least that was playable! Pumpkin Power : s892031@minyos.xx.rmit.oz.au