Hi, generally as You can download GLBasic source (it's >2GB with all stuff) so there are no secrets in any function :-)
GLB is using ISSAC method and 'rand.c' implementation (or whatever it should be called properly) by Bob Jenkins. You can found original code here: https://burtleburtle.net/bob/c/rand.c
It was little modified to work as GLB part, but core is same.
Thanks for that Dreamerman, that's awesome. Wiki reckons of the ISAAC PRNG that 'Only a few other generators of such high quality and speed exist in usage'.
I was looking into methods for procedural generation and quite a few examples of other systems that I found on the 'tinternet using 'inbuilt' rand functions start developing patterns when graphically representing very large numbers of results, and as such coders were manually implementing the Lehmer or other algorithm. I was wondering whether I'd be getting a similar issue with GLB but it looks really solid, no problems, and I guess that's why!

Designed for speed and security, ISAAC (Indirection, Shift, Accumulate, Add, and Count) generates 32-bit random numbers. On average, cycles are 2^8295 values long, and are guaranteed to be at least 2^40 values long. The results are uniformly distributed, unbiased, and unpredictable unless you know the seed.
[Note: reading this back before posting makes me sound like I know what I'm talking about!!

Just to be clear - I really don't, but do find it fascinating!]