Section: XScreenSaver manual (6x)
Updated: 6.00-1.fc34 (02-Apr-2021)
speedmine - simulates speeding down a rocky mineshaft, or a funky dancing worm
] [-root] [-window]
[-install] [-noinstall] [-visual visual
] [-wire] [-nowire]
] [-background color
] [-darkground color
] [-lightground color
] [-tunnelend color
] [-delay microseconds
] [-maxspeed number
] [-thrust number
] [-gravity number
] [-vertigo number
] [-terrain] [-noterrain] [-smoothness number
] [-curviness number
] [-twistiness number
] [-widening] [-nowidening] [-bumps] [-nobumps] [-bonuses] [-crosshair] [-nocrosshair] [-psychedelic] [-nopsychedelic]
Down the speedmine, you'll find speed
to satisfy your moving needs;
So if you're looking for a blast
then hit the speedmine, really fast.
Speedworm loves you.
Speedworm likes to bump and grind
and chase her tail, and dance around
she really is a funky friend;
she's made of speed from end to end.
You can configure stuff
either with command-line options or X resources.
- -display host:display.screen
Specifies which X display we should use (see the section DISPLAY NAMES in
for more information about this option).
Draw on the root window.
Draw on a newly-created window. This is the default.
Install a private colormap for the window.
Don't install a private colormap for the window.
- -visual visual
Specify which visual to use. Legal values are the name of a visual
class, or the id number (decimal or hex) of a specific visual.
Possible choices include
default, best, mono, monochrome, gray, grey, color, staticgray, staticcolor,
truecolor, grayscale, greyscale, pseudocolor, directcolor, number
If a decimal or hexadecimal number is used,
is consulted to obtain the required visual.
Be a happy spastic worm instead of a tunnel.
Specifies that the tunnel/worm should always be rendered in wireframe style.
Specifies that the tunnel/worm should be rendered normally. Note that
tunnel rendering may still temporarily switch to wireframe style when
a wireframe bonus is hit, if
- -foreground color
Specifies the default foreground color.
- -background color
Specifies the default background color.
- -darkground color
Specifies the color of the darkest portions of the ground (or the
worm's belly.) The ground/belly is colored by a gradient between
- -lightground color
Specifies the color of the lightest portions of the ground/belly.
The ground/belly is colored by a gradient between
- -tunnelend color
Specifies the color of the light at the end of the tunnel.
- -delay microseconds
Specifies the delay between drawing successive frames. If you do not specify
some X servers may batch up several drawing operations together,
producing a less smooth effect. This is more likely to happen
in monochrome mode (on monochrome servers or when
- -maxspeed number
Specifies an upper bound on the speed of normal movement. This does not
affect the speed that may be attained when hitting a speed bonus.
- -thrust number
Specifies the thrust constantly applied. Positive numbers indicate a forwards
thrust, negative numbers indicate a backwards thrust.
- -gravity number
Specifies the effect of gravity. Larger numbers will increase acceleration
downhill and decrease acceleration uphill.
- -vertigo number
Specifies to what level the demo should accentuate the curvature and
windiness of the tunnel or worm.
Continuously generate a fractal terrain to simulate the rockiness of the
tunnel walls, or the texture of the worm's skin.
Do not generate terrain. When this option is set, all surfaces are flat.
- -smoothness number
is set, specifies how smooth the walls or skin are.
- -curviness number
Controls how much the generated tunnel (or worm) should curve left
and right, and dip up and down.
- -twistiness number
Controls how much the generated tunnel (or worm) twists around itself.
Specifies that the generated tunnel (or worm) may vary in width.
Specifies that the average width should be kept constant.
Indicates that the simulation should take the bumpiness of the ground into
account and allow the animation to shake and rattle when travelling over
rough ground. Or that the worm should be allowed to bump around and
shake her booty.
Indicates that the bumpiness of the ground should be ignored, such that the
simulation will glide through the tunnel. Or that the worm should calm
down and behave herself.
Indicates that the demo should include bonus events. These include speed
bonuses, spins, and changes of viewpoint and rendering style.
Indicates that bonuses should not be included in the demo.
Specifies that a gaming style crosshair be drawn on the simulation. This
serves little purpose but may make hardcore gamers feel more comfortable.
Specifies that no crosshair be drawn.
Specifies that a psychedelic colormap should be generated. When this is
set, the walls and ground of the tunnel are drawn in an often changing
rainbow of colours.
Specifies that a normal colormap should be used, with muted walls and a
Display the current frame rate and CPU load.
Speedworm is a trained professional. Do not try this at home.
Prolonged viewing of this demo with
above the defaults may have short-term psychological side effects including
hyperactivity and attention deficiency.
Copyright © 2001, Conrad Parker. Permission to use, copy, modify,
distribute, and sell this software and its documentation for any purpose is
hereby granted without fee, provided that the above copyright notice appear
in all copies and that both that copyright notice and this permission notice
appear in supporting documentation. No representations are made about the
suitability of this software for any purpose. It is provided "as is" without
express or implied warranty.
Conrad Parker <firstname.lastname@example.org
>, April 2001.