XScreenSaver(1)                                                XScreenSaver(1)


       speedmine - simulates speeding down a rocky mineshaft, or a funky danc-
       ing worm


       speedmine [-display host:display.screen] [-root]  [-window]  [-install]
       [-noinstall]  [-visual  visual]  [-wire] [-nowire] [-worm] [-foreground
       color] [-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] [-widen-
       ing]  [-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


       -display host:display.screen
               Specifies which X display we should use (see the  section  DIS-
               PLAY NAMES in X(1) for more information about this option).

       -root   Draw on the root window.

       -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, XGetVisualInfo(3X)
               is consulted to obtain the required visual.

       -worm   Be a happy spastic worm instead of a tunnel.

       -wire   Specifies that the tunnel/worm should  always  be  rendered  in
               wireframe style.

       -nowire 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 bonuses are

       -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 darkground and lightground.

       -lightground color
               Specifies  the  color  of  the   lightest   portions   of   the
               ground/belly.   The  ground/belly  is  colored  by  a  gradient
               between darkground and lightground.

       -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 -sync, some X servers may batch up several draw-
               ing operations together, producing a less smooth effect.   This
               is  more  likely  to  happen  in monochrome mode (on monochrome
               servers or when -mono is specified).

       -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 indi-
               cate  a  forwards thrust, negative numbers indicate a backwards

       -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 curva-
               ture and windiness of the tunnel or worm.

               Continuously generate a fractal terrain to simulate the  rocki-
               ness 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
               When -terrain is set, specifies how smooth the  walls  or  skin

       -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

               Specifies  that  the  generated  tunnel  (or  worm) may vary in

               Specifies that the average width should be kept constant.

       -bumps  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 ren-
               dering style.

               Indicates that bonuses should not be included in the demo.

               Specifies that a gaming style crosshair be drawn on the simula-
               tion. 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 grey road.


            Option            Resource               Default Value
            ------            --------               -------------
            -wire             .wire                  False
            -background       .background            black
            -foreground       .foreground            white
            -darkground       .darkground            #101010
            -lightground      .lightground           #a0a0a0
            -tunnelend        .tunnelend             #000000
            -delay            .delay                 30000
            -maxspeed         .maxspeed              700
            -thrust           .thrust                1.0
            -gravity          .gravity               9.8
            -vertigo          .vertigo               1.0
            -terrain          .terrain               True
            -smoothness       .smoothness            6
            -curviness        .curviness             1.0
            -twistiness       .twistiness            1.0
            -widening         .widening              True
            -bumps            .bumps                 True
            -bonuses          .bonuses               True
            -crosshair        .crosshair             False
            -psychedelic      .psychedelic           False


       Speedworm is a trained professional. Do not try this at home.

       Prolonged viewing of this demo with  maxspeed  and  vertigo  above  the
       defaults  may  have  short-term  psychological  side  effects including
       hyperactivity and attention deficiency.


       Copyright © 2001, Conrad Parker.  Permission to use, copy, modify, dis-
       tribute,  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 per-
       mission 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 <conrad@deephackmode.org>, April 2001.

X Version 11                       23-Apr-01                   XScreenSaver(1)

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