Ive made this in 20 min, I had no time to test it, so here it goes
<ye need 640x480x32 display>
set display mode 640,480,32 : disable escapekey:cls:sync on:hide mouse:ink rgb(255,255,255),0 : way=1 : g=10 : z=0 : side=0
for a=0 to 240 : ink rgb(a/2,0,0),0 : line 1,a,640,a : sync : next a : for b=240 to 480 : ink rgb(0,b/4,0),0 : line 1,b,640,b : sync : next b : for effy=0 to 50 : fade bitmap 0,99-effey : next effy : ink rgb(255,255,255),0 : sync
for linear=0 to 720 : ink rgb(linear/3,linear/3,0),0 : line 320-(linear),cos(linear)*-200+240,320-(linear*-1),cos(linear)*200+240 : sync : next linear
for cubix=0 to 640 : ink rgb(0,cubix/3,cubix/3),0 : line cubix,480-(sin(cubix)*230),cubix,480 : line 640-cubix,0,640-cubix,sin(cubix)*230
line 0,cubix/1.333333,sin(cubix)*310,cubix/1.333333 : line 640-sin(cubix)*310,480-cubix/1.333333,640,480-cubix/1.333333 : sync : next cubix
get image 1,0,0,640,480,1 : backdrop on : make object plain 1, 480,480 : texture object 1, 1 : for roty=0 to 450 : yrotate object 1,wrapvalue(sin(roty)*240) : sync : next roty
for mvit=0 to 4 step 4 : zrotate object 1,wrapvalue(object angle z(1)+1) : move object 1,5-mvit : sync : next mvit : delete object 1
for war=2 to 200 : make object plain war,240,240 : texture object war,1 : position object war, rnd(1000)+500,rnd(2000)-1000,rnd(1000)+500 : point object war,0,0,0 : sync : next war
point camera 750,0,750 : for ror=0 to 360 : move camera 0.1 : for c=2 to 200 : ROTATE OBJECT c,ror,wrapvalue(ror*-1),ror : next c : sync : next ror : position camera 300,0,200 : point camera 100,0,200
set global collision on : cls : color backdrop rgb(255,128,0) : make object sphere 1000,50 : color object 1000, rgb(255,0,255)
for r=2 to 200 : rotate object r,90,0,0 : position object r,0,0,(r-2) : next r : for e=0 to 1000 : for f=2 to 200 : position object f,0,sin(e+(f*10))*230,f*480
next f : position camera 600,0,camera position z()+3.3 : point camera 0,0,camera position z() : if object collision(1000,0)<>0 then g=object position y(object collision(1000,0))+25 : z=0 else inc z : g=g-(sin(z*1.5)*9)
position object 1000,0,g,camera position z(): sync : next e : for p=4 to 200 : delete object p : next p : position camera 600,600,600 : point camera 600,0,600
position object 1000,600,0,600 : position object 2,300,0,600 : position object 3,900,0,600 : rotate object 2,0,90,90 : rotate object 3,0,90,90
for rotata=1 to 180 : for pong=0 to 360 step rotata : position object 2,387.5,0,object position z(1000) : position object 3,912.5,0,object position z(1000) : position object 1000, cos(pong+90)*300+600,0,cos(pong)*300+600
sync : position camera camera position x(), camera position y()-0.1, camera position z() : point camera object position x(1000),object position y(1000),object position z(1000): next pong : next rotata
position camera 0,1000,0 : point camera 0,0,0 : position object 1000, 0,0,0 : delete object 2 : delete object 3 : delete object 1000 : backdrop off
ink rgb(255,255,255),0 : for end_one=0 to 99 : dot 369-end_one,230 : dot 270+end_one,250 : sync : next end_one : for end_two=1 to 19 : dot 270,230+end_two : dot 369,250-end_two : sync : next end_two
center text 318,229,"The End" : sync : rat=20 : rata=480 : repeat : inc side : dot side,sin(side)*10+rat : dot side,sin(side)*10+rata : if side>640 then side=0 : rat=rnd(480) : rata=rnd(480) : ab=(rnd(2)+3) : abc=(rnd(2)+3) : abcd=(rnd(2)+3)
ink rgb(side/(ab+1),side/(abc+1),side/(abcd+1)),0 : sync : until spacekey()=1 or escapekey()=1
Quote: "
Amd 2500+ | 1024mb pc2700 | A7N8X-X | Geforce4 ti 4200 128mb"