I'd wager your sample probably isn't large enough to show any real disparity. In the old days DirectX and OpenGL would give different results (eventually) after a longer period of time.
If you can find a BlitzMAX implementation of the Mersenne Twister algorithm, that's definately the one you should use.
If you can find a BlitzMAX implementation of the Mersenne Twister algorithm, that's definately the one you should use.