Thanks VanB!
I'll definately take a closer look at some line collision examples. The only problem I see, is that my player's ship is a 3D model that 'banks' or rotates (screenies) when moving up or down. So, the shape of the connected lines forming the outer collision, would not be the same all of the time. One other thing to consider is that the ship body and the exhaust flame, are two seperate models. When moving forward, the exhaust model is shown, but not while the ship is not moving forward. And, I was also thinking of adding some kind of oval shield around the ship that activates on collecting a power-up, so that will make it even more difficult. It won't be easy to set it up, but it's worth a try, cuz' with line collision, you can get quik and precise collision detection.
Quote: "Using 3D models in a side scroller would look really nice! Collisions would need something powerfull like Sparky's. I wouldn't worry about speed though; most computers can handle something like that."
Yeah, the idea is to make the models (spaceships, aliens, etc...) 3D, and for the world (collision) objects, textured plaines.

I will definately need the fastest collision possible, because this new game I'm making, will probably be for the netbook aswell.
Cheers
Slayer rules!!! Yeaaah, man!