Thanks for answering, Mad Nightmare.
Well, I just found out why I got those hickups when running some resolutions. In the properties window of my graphics card, I unchecked the option to ONLY show the resolutions that my monitor CAN handle.

So, I only have 4 resolution settings that my monitor supports.

I'm happy that I finally sorted this out, though.
But, now for the bigger problem:
Even though I used TBM, the speed of the game decreases on higher resolution settings. The code I used for the TBM is this (before the SYNC ON command):
tim=timer()
elapsed#=tim-lasttim/10.0
lasttim=tim
and, to move objects, I use:
move object down ball,0.00000003*elapsed#
I also checked which value I get (elapsed#) at the different screen resolutions, and they where:
ELAPSED# | SCREEN RESOLUTION | MONITOR REFRESH RATE
5.96277e+006 | 1024, 768, 32 | 85 hz
6.31995e+006 | 1280, 960, 32 | 60 hz
6.11545e+006 | 1280, 1024, 32 | 60 hz
So, my question is, how comes that the game runs faster at the lowest resolution (1024, 768, 32), while the elapsed# value is less than the higher screen settings?

I mean, is it not the elapsed# value (from the timer() ) that handles the movement speed? I thought that Timer Based Movement is used to keep the framerate even on different refresh rates or screen resolutions?
I also noticed that the elapsed# gets higher depending on the time that has passed. So, how do I keep it the same all the time? Should I put the code BEFORE or AFTER the sync on command?
Can anyone explain or help?
Thanx
Slayer rules!!! Yeaaah, man!