heh, nice you even managed to shave a line off

Old Rules - Line Limit = 100 Total (20 x 5 Seperators)
New Rules - Line Limit = 500 Total (20 x 25 Seperators)
Quake 3 - 121 Lines
dim x#(2)
dim z#(2)
dim oldx#(2)
dim oldy#(2)
dim oldz#(2)
dim cy#(2)
dim shot#(2)
dim fragged#(2)
dim score#(2)
create bitmap 1,2,2
cls rgb(255,255,255)
get image 1,0,0,1,1
set current bitmap 0
delete bitmap 1
for i=1 to 2
make object cylinder 100+i,50
scale object 100+i,100,300,100
x#(i)=(int(rnd(1))*1600)+100
z#(i)=(int(rnd(1))*1600)+100
make object sphere 102+i,10
position object 102+i,-1000,-1000,-1000
make camera i
next i
set camera view 1,0,0,640,240
set camera view 2,0,240,640,480
dim level(138)
data 2, 2, 4, 2, 7, 2, 8, 2, 2, 3, 4, 3, 5, 3, 4, 4, 7, 4, 9, 4, 2, 5, 4, 5, 6, 5, 7, 5, 9, 5, 1, 6, 2, 6, 4, 7, 5, 7, 7, 7, 8, 7, 2, 8, 3, 8, 8, 8, 6, 9, 0, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0, 6, 0, 7, 0, 8, 0, 9, 0, 10, 0, 10, 1, 10, 2, 10, 3, 10, 4, 10, 5, 10, 6, 10, 7, 10, 8, 10, 9, 10, 10, 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 0, 6, 0, 7, 0, 8, 0, 9, 0, 10, 1, 10, 2, 10, 3, 10, 4, 10, 5, 10, 6, 10, 7, 10, 8, 10, 9, 10, 3, 4, 6, 8, 8, 3
for i=0 to 67
read level(i*2)
read level((i*2)+1)
if i < 65
make object box i+1,200,200,200
position object i+1,(level(i*2)*200)-100,100,(level((i*2)+1)*200)-100
make static collision box ((level(i*2)*200))-200,0,(level((i*2)+1)*200)-200,(level(i*2)*200),0,(level((i*2)+1)*200)
else
make light i-64
set point light i-64,(level(i*2)*200)-100,50,(level((i*2)+1)*200)-100
color light i-64,rgb((i-64)*85,(3-(i-64))*85,0)
endif
next i
make object box 100,2100,3000,2100
texture object 100,1
scale object 100,-100,100,100
position object 100,900,1400,900
hide light 0
set ambient light 10
make matrix 1,1800,1800,9,9
prepare matrix texture 1,1,1,1
do
for i=1 to 2
oldx#(i)=x#(i)
oldz#(i)=z#(i)
if keystate((i*6)+11)=1 and fragged#(i)=0
x#(i)=x#(i)+sin(cy#(i))*10
z#(i)=z#(i)+cos(cy#(i))*10
endif
if keystate((i*6)+25)=1 and fragged#(i)=0
x#(i)=x#(i)+sin(cy#(i)+180)*4
z#(i)=z#(i)+cos(cy#(i)+180)*4
endif
if keystate((i*6)+24)=1 and fragged#(i)=0
cy#(i)=wrapvalue(cy#(i)-4)
endif
if keystate((i*6)+26)=1 and fragged#(i)=0
cy#(i)=wrapvalue(cy#(i)+4)
endif
if spacekey()=1 and shot#(1)=0 and fragged#(1)=0
shot#(1)=1
position object 103,x#(1),100,z#(1)
yrotate object 103,cy#(1)
endif
if keystate(157)=1 and shot#(2)=0 and fragged#(2)=0
shot#(2)=1
position object 104,x#(2),100,z#(2)
yrotate object 104,cy#(2)
endif
if shot#(i)=1
move object 102+i,30
endif
if get static collision hit(oldx#(i)-20,125-200,oldz#(i)-20,oldx#(i)+20,125+200,oldz#(i)+20,x#(i)-20,125-200,z#(i)-20,x#(i)+20,125+200,z#(i)+20)=1
x#(i)=x#(i)-get static collision x()
z#(i)=z#(i)-get static collision z()
endif
if get static collision hit(object position x(102+i)-10,0,object position z(102+i)-10,object position x(102+i)+10,200,object position z(102+i)+10,object position x(102+i)-10,0,object position z(102+i)-10,object position x(102+i)+10,200,object position z(102+i)+10)=1
position object 102+i,-1000,-1000,-1000
shot#(i)=0
endif
if sqrt(((object position x(103)-object position x(102))^2)+((object position z(103)-object position z(102))^2)) < 30 and fragged#(2)=0
fragged#(2)=30
position object 103,-1000,-1000,-1000
shot#(1)=0
score#(1)=score#(1)+1
endif
if sqrt(((object position x(104)-object position x(101))^2)+((object position z(104)-object position z(101))^2)) < 30 and fragged#(1)=0
fragged#(1)=30
position object 104,-1000,-1000,-1000
shot#(2)=0
score#(2)=score#(2)+1
endif
if fragged#(i) > 0
fragged#(i)=fragged#(i)-1
ink rgb(fragged#(i)*8.5,0,0),0
text 320,(i*240)-120,"Fragged!!"
if fragged#(i)=0
x#(i)=(int(rnd(1))*1600)+100
z#(i)=(int(rnd(1))*1600)+100
endif
endif
position camera i,x#(i),125,z#(i)
rotate camera i,0,cy#(i),0
position object 100+i,x#(i),75,z#(i)
ink rgb(255,255,255),0
text 20,(i*240)-220,"Frags:"+str$(score#(i))
if score#(i) >= 10
repeat
text 320,(i*240)-120,"Winner!"
until escapekey()=1
end
endif
next i
loop
Quake 4 - 120 Lines
set display mode 800,600,32
sync on
hide mouse
set ambient light 20
set text size 24
for i=0 to 31
ink rgb(i*8,i*8,i*8),0
line 0,i,31,i
ink rgb(sin(i*5.625)*255,sin(i*5.625)*255,0),0
line i,32,i,63
next i
get image 1,0,0,31,31
get image 2,30,30,31,31
get image 3,0,32,31,63
data -1, -1, 0, -1, 1, -1, 2, -1, 3, -1, 4, -1, 5, -1, 6, -1, 7, -1, 8, -1, 9, -1, 10, -1, 11, -1, 12, -1, 13, -1, 14, -1, 15, -1, -1, 0, -1, 1, -1, 2, -1, 3, -1, 4, -1, 5, -1, 6, -1, 7, -1, 8, -1, 9, -1, 10, 0, 10, 1, 10, 2, 10, 3, 10, 4, 10, 5, 10, 6, 10, 7, 10, 8, 10, 9, 10, 10, 10, 11, 10, 12, 10, 13, 10, 14, 10, 15, 10, 15, 0, 15, 1, 15, 2, 15, 3, 15, 4, 15, 5, 15, 6, 15, 7, 15, 8, 15, 9, 0, 4, 0, 5, 1, 1, 1, 2, 1, 7, 1, 8, 3, 0, 3, 2, 3, 4, 3, 5, 3, 7, 3, 9, 4, 2, 4, 7, 5, 1, 5, 2, 5, 7, 5, 8, 6, 4, 6, 5, 7, 0, 7, 2, 7, 3, 7, 4, 7, 5, 7, 6, 7, 7, 7, 9, 8, 0, 8, 5, 9, 0, 9, 2, 9, 3, 9, 5, 9, 8, 10, 7, 10, 8, 11, 1, 11, 3, 11, 5, 11, 7, 12, 7, 12, 9, 13, 1, 13, 2, 13, 3, 13, 5, 14, 5, 14, 7, 0, 3, 2, 9, 5, 4, 6, 1, 8, 6, 11, 2, 0, 0, 3, 6, 8, 4, 10, 9, 13, 0
dim map((114)*2)
for i=0 to ((114)*2)-1
read map(i)
next i
for i=0 to 108
if i<103
make object box i+1,200,250,200
texture object i+1,1
position object i+1,(map(i*2)*200)+100,125,(map((i*2)+1)*200)+100
make static collision box (map(i*2)*200),0,(map((i*2)+1)*200),(map(i*2)*200)+200,250,(map((i*2)+1)*200)+200
else
if light exist(i-103)=0
make light i-103
endif
set point light i-103,(map(i*2)*200)+100,25,(map((i*2)+1)*200)+100
color light i-103,rgb((sin(((i-103)-1)*90)+1)*127,(sin(((i-103)+1)*90)+1)*50,0)
endif
next i
dim player#(2,8)
for i=0 to 1
make object plain i+250,10,100
make mesh from object i+250,i+250
add limb i+250,1,i+250
offset limb i+250,0,0,50,0
offset limb i+250,1,0,50,0
rotate limb i+250,1,0,90,0
xrotate object i+250,270
fix object pivot i+250
set object i+250,1,0,0,2,0
ghost object on i+250
set alpha mapping on i+250,100
texture object i+250,3
make camera i+1
set camera aspect i+1,1.5
set camera view i+1,0,0+(300*i),800,300+(300*i)
color backdrop i+1,0
make object cylinder i+260,40
scale object i+260,100,300,100
player#(i,0)=((int(rnd(2))*6)*200)+100
player#(i,1)=((int(rnd(1))*8)*200)+100
next i
make matrix 1,3000,2000,15,10
prepare matrix texture 1,2,1,1
do
if gameover=0
for i=0 to 1
player#(i,2)=player#(i,2)+wrapvalue((keystate(32+(6*i))-keystate(30+(6*i)))*ti#*0.1*2)
for j=0 to 1:
player#(i,j+3)=player#(i,j)
player#(i,j)=player#(i,j)+((keystate(17+(6*i))-keystate(31+(6*i)))*sin(player#(i,2)+(j*90))*ti#*0.1*4)
next j
if get static collision hit(player#(i,3)-20,80,player#(i,4)-20,player#(i,3)+20,120,player#(i,4)+20,player#(i,0)-20,80,player#(i,1)-20,player#(i,0)+20,120,player#(i,1)+20)=1
player#(i,0)=player#(i,0)-get static collision x()
player#(i,1)=player#(i,1)-get static collision z()
endif
if keystate(16+(6*i))=1 and player#(i,6)<=0
player#(i,6)=500
position object 250+i,player#(i,0),75,player#(i,1)
yrotate object 250+i,player#(i,2)
for j=1 to 100
if get static collision hit((player#(i,0)+sin(player#(i,2))*(j-1)*20)-10,70,(player#(i,1)+cos(player#(i,2))*(j-1)*20)-10,(player#(i,0)+sin(player#(i,2))*(j-1)*20)+10,80,(player#(i,1)+cos(player#(i,2))*(j-1)*20)+10,(player#(i,0)+sin(player#(i,2))*j*20)-10,70,(player#(i,1)+cos(player#(i,2))*j*20)-10,(player#(i,0)+sin(player#(i,2))*j*20)+10,80,(player#(i,1)+cos(player#(i,2))*j*20)+10)=1
scale object 250+i,100,j*20,100
exit
endif
if sqrt(((((player#(i,0)+sin(player#(i,2))*j*20))-(player#(1-i,0)))^2)+((((player#(i,1)+cos(player#(i,2))*j*20))-(player#(1-i,1)))^2))<20
player#(i,5)=player#(i,5)+1
if player#(i,5)=10
gameover=i+1
endif
player#(1-i,0)=((int(rnd(2))*6)*200)+100
player#(1-i,1)=((int(rnd(1))*8)*200)+100
player#(1-i,7)=1
scale object 250+i,100,j*20,100
exit
endif
next j
endif
if player#(i,6)>0
player#(i,6)=player#(i,6)-ti#
endif
if player#(i,6)<400
position object 250+i,-10000,0,0
endif
if player#(i,7)=1
if player#(1-i,6)>0
ink rgb(player#(1-i,6)*0.5,0,0),0
center text 400,150+(i*300),"FRAGGED!!"
else
player#(i,7)=0
endif
endif
position object 260+i,player#(i,0),60,player#(i,1)
position camera i+1,player#(i,0),100,player#(i,1)
yrotate camera i+1,player#(i,2)
ink rgb(255,255,255),0
text 20,20+(i*300),"Frags: "+str$(int(player#(i,5)))
next i
else
center text 400,300,"Player "+str$(gameover)+" wins, 10 - "+str$(player#(1-(gameover-1),5))+"!"
endif
sync
ti#=timer()-t#
t#=timer()
text 500,550,"made by Jonathan Gover"
loop
Well anyways.. looks good. Be interesting to see what you could make with the 500 Lines.