Quote: "Yeah I use Sync 0, and am probably running at around 200+, but I figured that a monitor works at 60fps, so why not a recording? Anyway my demo will not run at 60fps."
So there's your problem

There is absolutely no need to go over 60 fps. Conker's Bad Fur Day on the Nintendo 64 got away with 30 fps when you played multi player. Anything above the monitor's refresh rate is wasted graphics power.
I have 3 solutions for you.
Timer based movement
This is a very elegant solution as it allows you to use sync rate 0. You calculate how long one loop takes, then use that factor to multiply any movement numbers. All of your objects will move at the same speed no matter what frame rate you have. This is advanced, and will probably take a while to implement if you have a lot of code.
The simple fix
Set your sync rate to 60, and go through your program, editing all of the movement values so your objects move at the correct speed at 60 fps. This is the most optimised solution, and your computer will love you for it. However it can take a while if you have a lot of code.
Quick and dirty
If you're really lazy you can set sync rate to 60 and use frame skipping. Very unoptimised, but will work. It looks something like this:
Instead of:
use:
global FrameSkip = 4 : rem will skip 4 frames
inc skip
if skip > FrameSkip
FrameSkip = 0
sync
endif
TheComet