That doesn't really solve my problem....
My problem is detecting if the coins or gems have already been deleted or not. You know, if the player bumps into coin 1, it gets deleted. But if the player collects other misc. coins in the level and not coin 1, then I need to see if coin 1 has been deleted or not, like so:
If object exist(600) then delete object 600
The problem is if this object HAS been deleted, then I get an error saying 'Object doesn't exist' in the 'You lose' routine.
Here's my entire code...
REM %%%%%%%%%%%%%%
REM LEVEL ONE
REM %%%%%%%%%%%%%%
Rem Dimension Screen intro
Dim1:
Cls
If sound playing(3) =1 then stop sound 3
Load Image "dim1intro.bmp",1
Do
Paste image 1,0,0
If spacekey()=1 then Goto Level1
Sync
loop
Level1:
Cls
Flush Video Memory : `AWESOME COMMAND!
delete image 1
delete sound 3
delete sound 2
delete sound 1
Rem set backdrop on/color, camera view, text color and autocam
Backdrop On : Color backdrop rgb(0,0,0)
Set camera view 0,0,1024,768
ink rgb(0,108,251),0
Sync on : Sync Rate 65
Autocam Off
Rem set ambient light level
Set ambient light 85
Color ambient light rgb(255,255,255)
Rem decalre variables
Gems = 0 : GL = 25 : Score = 0 : SuperJumpPower=0 : Lives =2
Rem load sounds/music
Load Sound "Level1.mp3",1 : Set Sound Volume 1,45 : Loop Sound 1
Load Sound "pop.wav",2 : Set Sound Volume 2,55
Load Sound "woosh_3.wav",3 : Set sound volume 3,60
Load sound "coins.wav",4 : Set sound volume 4,35
Load Sound "superjump.wav",5 : Set sound volume 5,25
Load sound "deathscream.wav",9 : Set sound volume 9,35
Load sound "happy2.wav",10 : Set sound volume 10,35
Rem load images
Load Image "plattext3.bmp",1
Load Image "plattext2.bmp",2
Load Image "MarbleBlue.bmp",3
Load Image "purplegem.bmp",4
Load image "score.bmp",5
Load Image "gems.bmp",6
Load Image "blue2.bmp",7
Load Image "superjump.bmp",8
rem load portal for test look
Load object "portal.x",3000 : Position object 3000,0,0,180 : scale object 3000,3500,3500,3500 : xrotate object 3000,180
Scroll object texture 3000,0.1,0.9 : Ghost object on 3000
Make object Sphere 1000,-5300 : Texture object 1000,1 : scale object texture 1000,8,8
Set object 1000,1,1,1
Rem make character sphere
Make object sphere 1,1 : Position object 1,0,10,0 : Texture Object 1,3
set object collision on 1
make object collision box 1,-.5,-.5,-.5,.5,.5,.5,0
Rem create platforms for sphere to walk on
Make object box 10,5,5,5 : Position object 10,0,0,0 : texture object 10,2 : Set object 10,1,1,1
Set object collision on 10 : Make object collision box 10,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 2,4.5,4.5 : Xrotate object 2,90 : Position object 2,0,2.6,0 : Hide object 2
Make object box 12,5,5,5 : Position object 12,5,5,0 : texture object 12,2 : Set object 12,1,1,1
Set object collision on 12 : Make object collision box 12,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 3,4.5,4.5 : xrotate object 3,90 : Position object 3,5,7.6,0 : Hide object 3
Make object box 14,5,5,5 : Position object 14,0,5,5 : Texture object 14,2 : set object 14,1,1,1
Set object collision on 14 : Make object collision box 14,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 4,4.5,4.5 : Xrotate object 4,90 : Position object 4,0,7.6,5 : Hide object 4
Make object box 16,5,5,5 : Position object 16,5,10,5 : Texture object 16,2 : Set object 16,1,1,1
Set object collision on 16 : Make object collision box 16,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 5,4.5,4.5 : Xrotate object 5,90 : Position object 5,5,12.6,5 : Hide object 5
Make object box 18,5,5,5 : Position object 18,10,10,0 : Texture object 18,2 : Set object 18,1,1,1
Set object collision on 18 : Make object collision box 18,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 6,4.5,4.5 : Xrotate object 6,90 : Position object 6,10,12.6,0 : Hide object 6
Make object box 20,5,5,5 : Position object 20,0,10,10 : Texture object 20,2 : Set object 20,1,1,1
Set object collision on 20 : Make object collision box 20,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 7,4.5,4.5 : Xrotate object 7,90 : Position object 7,0,12.6,10 : Hide object 7
Make object box 22,5,5,5 : Position object 22,0,10,15 : Texture object 22,2 : Set object 22,1,1,1
Set object collision on 22 : Make object collision box 22,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 8,4.5,4.5 : Xrotate object 8,90 : Position object 8,0,12.6,15 : Hide object 8
Make object box 23,5,5,5 : Position object 23,0,25,30 : Texture object 23,2 : Set object 23,1,1,1
Set object collision on 23 : Make object collision box 23,-2.5,-2.5,-2.5,2.5,2.5,2.5,0
Make object plain 9,4.5,4.5 : Xrotate object 9,90 : Position object 9,0,27.6,30 : Hide object 9
Rem make object elevator
Make object box 900,5,1,5 : Position object 900,0,10,20 : Texture object 900,7
Set object collision on 900 : Make object collision box 900,-2.5,-.5,-2.5,2.5,.5,2.5,0
Make object plain 901,0.01,0.01 : Xrotate object 901,90 : Position object 901,2,10,20 : hide object 901
Make object plain 902,0.01,0.01 : Xrotate object 902,90 : Position object 902,2,25,20 : hide object 902
Make object box 903,5,1,5 : Position object 903,15,10,0 : Texture object 903,7
Set object collision on 903 : Make object collision box 903,-2.5,-.5,-2.5,2.5,.5,2.5,0
Make object plain 904,0.01,0.01 : Xrotate object 904,90 : Position object 904,15,10,2 : Hide object 904
Make object plain 905,0.01,0.01 : Xrotate object 905,90 : Position object 905,15,25,2 : Hide object 905
Rem store elevators yaxis and use it to move
Y#=10
Y2#=25
Rem make box to detect death
Make object box 2000, 5000,12,5000 : Position object 2000,0,-40,0 : hide object 2000
Rem load jewels and construct counterparts to act as 'gem'
Make object plain 500,2,2 : Texture object 500,4 : Ghost object on 500 : Position object 500,5,9,0
Make object collision box 500,2.5,2.5,2.5,-2.5,-2.5,-2.5,1
Make object box 600,.5,1,.5 : Position object 600,5,9,0 : Hide object 600
Make object plain 501,2,2 : Texture object 501,4 : Ghost object on 501 : Position object 501,0,9,5
Make object collision box 501,2.5,2.5,2.5,-2.5,-2.5,-2.5,1
Make object box 601,.5,1,.5 : Position object 601,0,9,5 : Hide object 601
Make object plain 502,2,2 : Texture object 502,4 : Ghost object on 502 : Position object 502,5,14,5
Make object collision box 502,2.5,2.5,2.5,-2.5,-2.5,-2.5,1
Make object box 602,.5,1,.5 : Position object 602,5,14,5 : Hide object 602
Make object plain 503,2,2 : Texture object 503,4 : Ghost object on 503 : Position object 503,10,14,0
Make object collision box 503,2.5,2.5,2.5,-2.5,-2.5,-2.5,1
Make object box 603,.5,1,.5 : Position object 603,10,14,0 : Hide object 603
Rem create test superjump thingy
Make object plain 700,2,2 : Position object 700,0,30,30 : Texture object 700,8 : Ghost object on 700
Make object collision box 700,2.5,2.5,2.5,-2.5,-2.5,-2.5,1
Make object box 701,.5,2,.5 : Position object 701,0,30,30 : Hide object 701
Rem main loop...
Do
`Display GUI and text info
Set text to Bold : Set text size 25
Paste Image 5,50,50 : Paste Image 6,680,50
Text 132,72,""+STR$(Score)
Text 756,74, ""+STR$(Gems)
Text 932,74,""+STR$(GL)
`Move elevator(s)
X#=Object position X(900)
Z#=object position Z(900)
If object collision(900,901) and Go=0 then go=1
If object collision(900,902) and Go=0 then go=2
If go=1
Y#=Y#+0.03
If Y#>25
go=0
endif
endif
If go=2
Y#=Y#-0.03
If Y#<10
Y#=10
Go=0
endif
endif
Position object 900,X#,Y#,Z#
X2#=Object position X(903)
Z2#=object position Z(903)
If object collision(903,904) and Go=0 then go=1
If object collision(903,905) and Go=0 then go=2
If go=1
Y2#=Y2#-0.03
If Y2#<10
Y2#=10
Go=0
endif
endif
If go=2
Y2#=Y2#+0.03
If Y2#>25
go=0
endif
endif
Position object 903,X2#,Y2#,Z2#
`Complete Death Routine
If Lives=<0
Stop Sound 1
If object exist(600) then delete object 600
If object exist(601) then delete object 601
If object exist(602) then delete object 602
If object exist(603) then delete object 603
If object exist(701) then delete object 701
Delete object 1
Delete object 2
Delete object 3
Delete object 4
Delete object 5
Delete object 6
Delete object 7
Delete object 8
Delete object 9
Delete object 10
Delete object 12
Delete object 13
Delete object 14
Delete object 16
Delete object 18
Delete object 20
Delete object 22
Delete object 23
Delete object 500
Delete object 501
Delete object 502
Delete object 503
Delete object 700
Delete object 900
Delete object 901
Delete object 902
Delete object 903
Delete object 904
Delete object 905
Delete object 1000
Delete object 2000
Delete object 3000
GoTo LOSE
Endif
`Rotate sky
yrotate object 1000,wrapvalue(object angle y(1000)-0.02)
`Rotate power up
yrotate object 700,wrapvalue(object angle y(700)-1)
`Rotate portal
yrotate object 3000,wrapvalue(object angle y(3000)+0.2)
scroll object texture 3000,0.007,0.005
`Death becomes you
If object collision(1,2000) then Play sound 9 : sleep 1000 : Position object 1,0,10,0 : Score = Score-25 : SuperJumpPower=0 : Lives = Lives -1
`Super Jump Power
If object collision(1,701) then SuperJumpPower=1 : Delete object 701 : Play sound 5 : Hide object 700
`Rotate jewels
yrotate object 500,wrapvalue(object angle y(500)-4)
yrotate object 501,wrapvalue(object angle y(501)-4)
yrotate object 502,wrapvalue(object angle y(502)-4)
yrotate object 503,wrapvalue(object angle y(503)-4)
`Collect 'jewels'
if object collision(1,600) then delete object 600 : hide object 500 : Gems = Gems+1 : GL = GL-1 : Score = Score+100 : Play Sound 4
if object collision(1,601) then delete object 601 : hide object 501 : Gems = Gems+1 : GL = GL-1 : Score = Score+100 : Play Sound 4
if object collision(1,602) then delete object 602 : hide object 502 : Gems = Gems+1 : GL = GL-1 : Score = Score+100 : Play Sound 4
if object collision(1,603) then delete object 603 : hide object 503 : Gems = Gems+1 : GL = GL-1 : Score = Score+100 : Play Sound 4
`store old positions
oldposx#=object position x(1) : oldposy#=object position y(1) : oldposz#=object position z(1)
`controls
if upkey()=1 then move object 1,0.23
if downkey()=1 then move object 1,-0.23
if leftkey()=1 then yrotate object 1,wrapvalue(object angle y(1)-1.5)
if rightkey()=1 then yrotate object 1,wrapvalue(object angle y(1)+1.5)
`Prevent side jumping
if controlkey()=1
if playergrav#=0 and object collision(1,2) <> 0 or object collision(1,3) <> 0 or object collision(1,4) <> 0
if SuperJumpPower =1 then playergrav#=0.45 : Play sound 3 : else playergrav#=0.35 : Play sound 2
endif
endif
if controlkey()=1
if playergrav#=0 and object collision(1,5) <> 0 or object collision(1,6) <> 0 or object collision(1,7) <> 0 or object collision(1,8) <> 0
if SuperJumpPower =1 then playergrav#=0.45 : Play sound 3 : else playergrav#=0.35 : Play sound 2
endif
endif
if controlkey()=1
if playergrav#=0 and object collision(1,900) <> 0 or object collision(1,903) <> 0 or object collision(1,9) <> 0
if SuperJumpPower =1 then playergrav#=0.45 : Play sound 3 : else playergrav#=0.35 : Play sound 2
endif
endif
if returnkey()=1 then pause sound 1 : sleep 500 : Suspend for key : Resume sound 1
if mouseclick()=1 then center text 500,710,"FPS: "+STR$( screen fps() ) else text 0,0,""
`get current object position
posx#=object position x(1)
posy#=object position y(1)
posz#=object position z(1)
`gravity
playergrav#=playergrav#-0.01
posy#=posy#+playergrav#
`sliding collision
position object 1,posx#,posy#,posz#
if object collision(1,0)>0
dec posx#,get object collision x()
dec posy#,get object collision y()
dec posz#,get object collision z()
playergrav#=-0.0
endif
`set size for controlled object
s#=object size y(1)/2.0
`update with new object position
position object 1,posx#,posy#,posz#
`camera
angle#=object angle y(1)
camdist#=10.5 : camhigh#=posy#+2.5 : camfade#=12.5
set camera to follow posx#,posy#,posz#,angle#,camdist#,camhigh#,camfade#,1
xrotate camera 10
`end loop
sync
loop
Rem ************
Rem LOSE
Rem ************
LOSE:
Cls
Print "You Lose"
Sleep 5000
GoTo Dim1
I dunno if that will help...? It's a really weird problem (well, maybe not

) and I thought it would work out, but it's not.
Ah well, such is programming.

Thanks anyway, BN2