Provided by: xscreensaver-data-extra_5.04-4ubuntu1_i386 bug


       speedmine  -  simulates  speeding  down  a  rocky mineshaft, or a funky
       dancing 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]
       [-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


       -display host:display.screen
               Specifies which X  display  we  should  use  (see  the  section
               DISPLAY  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
               drawing  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
               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

               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
               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 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,
       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


       Conrad Parker <>, April 2001.