Ian, your SOTB demo runs on my girlfriend's old Celeron laptop just fine - full fps as expected. She has the same standard Intel onboard graphics to me. However, I got the same fps drop on another Win XP computer I tested this morning. Weird.
What I am certain of is that calling DRAWSPRITE is
very cpu expensive on my PCs regardless of how large the sprite is. I know this because if I use my girlfriend's laptop calling DRAWSPRITE is not at all expensive for small sprites - I can call it 800 times per frame without any slowdown whatsoever. On my PCs doing the same thing destroys my refresh rate with a vengeance. I don't know why this is happening because they don't behave oddly with other programs, just GLBasic compiled programs.
Anyway, there is definitely something about my PCs that means your demo runs very slowly. If it isn't the DRAWSPRITE problem then it is some other problem. I can't even make a guess what it would be without seeing your code but I have made a SOTB thingy myself to demonstrate that its possible to get something like you did working very fast on my underpowered Eee netbook. My SOTB thingy works with a great deal of cpu power to spare. I've included the code in the attached zip file so if you want you could take a look and see if there is anything obvious that points to why my demo works OK on my PCs and yours doesn't.
Edit: Sorry for not posting anything until today. I got carried away last night and ended up writing a little rehash of a SOTB song in Fruity Loops for my demo


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