So that's what I wrote: for simple things, we don't have to use assembly! that's the case in the Shocky code (and this is why I ask why he done it). And for other things, assembly is simply the best... for optimisation ways.
For rendering solid horizontal lines I tend to use that simple little loop because it's short to type and possibly a little bit quicker than using loops and pointers if I don't want to include crt.bi for memcpy. I don't really think that it matters much on modern PC's though, I find it's possible to software render 800*600 without too much trouble (depending on what you're doing)... Arguably I could have made more of a saving if I'd used look up tables for the sin, there's probably at least half a dozen other things in there that can be optimised too

Padman, your game really reminds me of supercars too! A nice concept, just begging to have more cars on the track and weapons

Kirl, I really like the 360 degree platformer, it's kind of weird running upside-down, maybe less confusing if the planet rotated and the character stayed central

Cool concept though, especially as you can jump from planet to planet!