Nice, try this modified version...

replaced
phy set rigid body linear velocity with
phy add rigid body force at local

Made the force vertical

Applied the force at a random point to make it spin in different directions
At one point it landed on it's end and was spinning on it's own Y axis so fast it stayed at 45 degrees for about 10 seconds under centrifugal force!
Rem Project: phyarrowand target1
Rem Created: 11/08/2006 04:36:27
Rem ***** Main Source File *****
phy start
sync on
sync rate 0
autocam off
color backdrop 0
randomize timer()
make light 1
set directional light 1, -5, -5, 5
position camera -20, 20, -25
point camera 0, 10, 0
` create ground object
make object box 1, 150, 1, 150
color object 1,rgb(0,255,0)
phy make rigid body static box 1
` make a material with no restitution
phy make material 1, "no bounce"
phy set material restitution 1, 0.0
phy build material 1
obj=2
h#=10
r#=2
makeObjectCapsule(obj, h#, r#)
rotate object obj,0,0,90
phy make rigid body dynamic capsule obj, 1
do
center text screen width()/2,0,"press spacebar to reset, return to make jump"
if returnkey()
if key = 0
key = 1
`phy set rigid body linear velocity obj,10,10,1
phy add rigid body force at local obj, 0, 20, 0, -3 + (rnd(60) / 10.0), -3 + (rnd(60) / 10.0), -3 + (rnd(60) / 10.0), 2
endif
else
key = 0
endif
if spacekey()
phy set rigid body position 2, 0, 1, 0
endif
set camera to follow object position x(obj),object position y(obj),object position z(obj),0,20,5,100,0
point camera object position x(obj),object position y(obj),object position z(obj)
phy update
sync
loop
function makeObjectCapsule(obj, h#, r#)
` this function will create a capsule
h# = h# - r#
if h#<0 then exitfunction
rem rows must be odd
rows = 11
cols = 16
make object sphere obj,r#,rows,cols
lock vertexdata for limb obj,0,1
for i=0 to get VertexData Vertex Count()
x#=get VertexData Position X(i)
y#=get VertexData Position Y(i)
z#=get VertexData Position Z(i)
if y#>0
set VertexData Position i,x#,y#+h#,z#
else
set VertexData Position i,x#,y#-h#,z#
endif
next i
unlock vertexdata
make mesh from object 1,obj
delete object obj
make object obj,1,0
delete mesh 1
endfunction
