I thought that might be the case, but I wasn't sure how much to post. Here is the parts you suggested.
This is everything I think you need.
MainSection:
REM DECLARE VARIABLES
MyTimer = 1800 : rem MyTimer / sync rate = seconds on timer (approx.)
Gravity# = 1 : rem How powerful gravity is
MyPower = 10 : rem How strong the player can jump
MySpeed = 9 : rem How fast the player can run
MyScore = 0 : rem Starting score is 0
MyAcceleration# = 0.0 : rem Start without jumping or falling
REM SCREEN DISPLAY
cls 0 : backdrop on
REM LOAD IMAGES
Load image "images/carbonade-can_label.bmp",18
Load image "images/wood03.bmp",6
load image "images/bark07.bmp",7
Load image "images/creep02.bmp",2
Load image "images/blue06.bmp",3
Load image "images/mossy05.bmp",5
Load image "images/bonus.bmp",100
Load image "images/CarbonAde-can_label0.bmp",8
Load image "images/CarbonAde-can_label1.bmp",9
Load image "images/CarbonAde-can_label2.bmp",10
Load image "images/CarbonAde-can_label3.bmp",11
Load image "images/CarbonAde-can_label4.bmp",12
Load image "images/CarbonAde-can_label5.bmp",13
Load image "images/CarbonAde-can_label6.bmp",14
Load image "images/CarbonAde-can_label7.bmp",15
Load image "images/CarbonAde-can_label8.bmp",16
Load image "images/CarbonAde-can_label9.bmp",17
rem create a floor texture
create bitmap 6,32,32
cls rgb(0,155,0)
ink rgb(0,145,0),0
box 4,4,12,12
get image 6,0,0,32,32
delete bitmap 6
REM OBJECT CREATION
Rem Player Character
make object cylinder 1,50
scale object 1,100,140,100
texture object 1,8
position object 1,0,150,0
make object collision box 1,-25,-35,-25,25,35,25,0
make object cylinder 99,50
make mesh from object 1,99
delete object 99
add limb 1,1,1
offset limb 1,1,0,25,0
scale limb 1,1,100,1,100
rem Walls
rem North Wall
make object box 2,2000,1000,10
rotate object 2,0,0,0
position object 2, 0,500,1005
texture object 2,2
rem East Wall
make object box 3,2000,1000,10
rotate object 3,0,90,0
position object 3, 1005,500,0
texture object 3,2
rem South Wall
make object box 4,2000,1000,10
rotate object 4,0,180,0
position object 4, 0,500,-1005
texture object 4,2
rem West Wall
make object box 5,2000,1000,10
rotate object 5,0,270,0
position object 5, -1005,500,0
texture object 5,2
rem Celing
make object box 60,2000,2000,10
rotate object 60,90,0,0
position object 60,0,1000,0
texture object 60,3
rem Floor
make object box 6,2000,1000,2000 : position object 6,0,-500,0 : color object 6,rgb(0,255,0)
make object collision box 6,-1000,-500,-1000,1000,500,1000,0
texture object 6,5 : scale object texture 5,50,50
rem Steps
for t=0 to 7
make object box t+7,50,10,50
position object t+7,0,5+(t*20),100+(t*100)
color object t+7,rgb(100,200,100)
make object collision box t+7,-25,-5,-25,25,5,25,0
next t
rem Fruits
NumberOfFruits = 150 : REM This was the part I changed and resulted
FruitColor = 0 : REM in the objects not being deleted.
for t = 111 to NumberOfFruits : REm this was the other variable
REM that I changed.
if FruitColor = 0
r = 255 : g = 0
endif
if FruitColor = 1
r = 255 : g = 255
endif
if FruitColor = 2
r = 0 : g = 255
endif
if FruitColor = 3
r = 255 : g = 125
endif
FruitColor = FruitColor + 1
if FruitColor = 4 then FruitColor = 0
make object sphere t + NumberOfFruits ,50
color object t + NumberOfFruits , rgb(r,g,0)
position object t + NumberOfFruits ,Rnd(1900)-950,30,Rnd(1900)-950
make object collision box t + NumberOfFruits ,-25,-25,-25,25,25,25,0
next t
rem Super Fruit
make object sphere 100,100
texture object 100,100
position object 100 ,0,180,725
make object collision box 100,-50,-50,-50,50,50,50,0
This is the timer, again. I changed it back to what it was, that didn't help.
rem Check Timer
if MyTimer = 0 : rem If the game is over
for x = 1 to 100 : rem Check all the game object
if object exist(x) = 1 then delete object x
next x
backdrop off
goto EndSection
endif
if MyTimer > 0 then MyTimer = MyTimer - 1 : rem Timer countdown
loop