Provided by: xscreensaver-data-extra_5.15-2ubuntu1_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] [-fps]



               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.

       -fps    Display the current frame rate and CPU load.


       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.