14 .TH XScreenSaver 1 "23-Apr-01" "X Version 11"
16 speedmine - simulates speeding down a rocky mineshaft, or a funky dancing worm
19 [\-display \fIhost:display.screen\fP] [\-root] [\-window]
20 [\-install] [\-noinstall] [\-visual \fIvisual\fP] [\-wire] [\-nowire]
22 [\-foreground \fIcolor\fP] [\-background \fIcolor\fP] [\-darkground \fIcolor\fP] [\-lightground \fIcolor\fP] [\-tunnelend \fIcolor\fP] [\-delay \fImicroseconds\fP] [\-maxspeed \fInumber\fP] [\-thrust \fInumber\fP] [\-gravity \fInumber\fP] [\-vertigo \fInumber\fP] [\-terrain] [\-noterrain] [\-smoothness \fInumber\fP] [\-curviness \fInumber\fP] [\-twistiness \fInumber\fP] [\-widening] [\-nowidening] [\-bumps] [\-nobumps] [\-bonuses] [\-crosshair] [\-nocrosshair] [\-psychedelic] [\-nopsychedelic]
27 Down the speedmine, you'll find speed
29 to satisfy your moving needs;
31 So if you're looking for a blast
33 then hit the speedmine, really fast.
37 Speedworm likes to bump and grind
39 and chase her tail, and dance around
41 she really is a funky friend;
43 she's made of speed from end to end.
45 You can configure stuff
46 either with command-line options or X resources.
49 .B \-display \fIhost:display.screen\fP
50 Specifies which X display we should use (see the section DISPLAY NAMES in
52 for more information about this option).
55 Draw on the root window.
58 Draw on a newly-created window. This is the default.
61 Install a private colormap for the window.
64 Don't install a private colormap for the window.
66 .B \-visual \fIvisual\fP
67 Specify which visual to use. Legal values are the name of a visual
68 class, or the id number (decimal or hex) of a specific visual.
69 Possible choices include
72 default, best, mono, monochrome, gray, grey, color, staticgray, staticcolor,
73 truecolor, grayscale, greyscale, pseudocolor, directcolor, \fInumber\fP
75 If a decimal or hexadecimal number is used,
76 .BR XGetVisualInfo (3X)
77 is consulted to obtain the required visual.
81 Be a happy spastic worm instead of a tunnel.
84 Specifies that the tunnel/worm should always be rendered in wireframe style.
87 Specifies that the tunnel/worm should be rendered normally. Note that
88 tunnel rendering may still temporarily switch to wireframe style when
89 a wireframe bonus is hit, if
93 .B \-foreground \fIcolor\fP
94 Specifies the default foreground color.
96 .B \-background \fIcolor\fP
97 Specifies the default background color.
99 .B \-darkground \fIcolor\fP
100 Specifies the color of the darkest portions of the ground (or the
101 worm's belly.) The ground/belly is colored by a gradient between
106 .B \-lightground \fIcolor\fP
107 Specifies the color of the lightest portions of the ground/belly.
108 The ground/belly is colored by a gradient between
113 .B \-tunnelend \fIcolor\fP
114 Specifies the color of the light at the end of the tunnel.
116 .B \-delay \fImicroseconds\fP
117 Specifies the delay between drawing successive frames. If you do not specify
119 some X servers may batch up several drawing operations together,
120 producing a less smooth effect. This is more likely to happen
121 in monochrome mode (on monochrome servers or when
125 .B -maxspeed \fInumber\fP
126 Specifies an upper bound on the speed of normal movement. This does not
127 affect the speed that may be attained when hitting a speed bonus.
129 .B -thrust \fInumber\fP
130 Specifies the thrust constantly applied. Positive numbers indicate a forwards
131 thrust, negative numbers indicate a backwards thrust.
133 .B -gravity \fInumber\fP
134 Specifies the effect of gravity. Larger numbers will increase acceleration
135 downhill and decrease acceleration uphill.
137 .B -vertigo \fInumber\fP
138 Specifies to what level the demo should accentuate the curvature and
139 windiness of the tunnel or worm.
142 Continuously generate a fractal terrain to simulate the rockiness of the
143 tunnel walls, or the texture of the worm's skin.
146 Do not generate terrain. When this option is set, all surfaces are flat.
148 .B -smoothness \fInumber\fP
151 is set, specifies how smooth the walls or skin are.
153 .B -curviness \fInumber\fP
154 Controls how much the generated tunnel (or worm) should curve left
155 and right, and dip up and down.
157 .B -twistiness \fInumber\fP
158 Controls how much the generated tunnel (or worm) twists around itself.
161 Specifies that the generated tunnel (or worm) may vary in width.
164 Specifies that the average width should be kept constant.
167 Indicates that the simulation should take the bumpiness of the ground into
168 account and allow the animation to shake and rattle when travelling over
169 rough ground. Or that the worm should be allowed to bump around and
173 Indicates that the bumpiness of the ground should be ignored, such that the
174 simulation will glide through the tunnel. Or that the worm should calm
175 down and behave herself.
178 Indicates that the demo should include bonus events. These include speed
179 bonuses, spins, and changes of viewpoint and rendering style.
182 Indicates that bonuses should not be included in the demo.
185 Specifies that a gaming style crosshair be drawn on the simulation. This
186 serves little purpose but may make hardcore gamers feel more comfortable.
189 Specifies that no crosshair be drawn.
192 Specifies that a psychedelic colormap should be generated. When this is
193 set, the walls and ground of the tunnel are drawn in an often changing
197 Specifies that a normal colormap should be used, with muted walls and a
201 Option Resource Default Value
202 ------ -------- -------------
204 -background .background black
205 -foreground .foreground white
206 -darkground .darkground #101010
207 -lightground .lightground #a0a0a0
208 -tunnelend .tunnelend #000000
210 -maxspeed .maxspeed 700
212 -gravity .gravity 9.8
213 -vertigo .vertigo 1.0
214 -terrain .terrain True
215 -smoothness .smoothness 6
216 -curviness .curviness 1.0
217 -twistiness .twistiness 1.0
218 -widening .widening True
220 -bonuses .bonuses True
221 -crosshair .crosshair False
222 -psychedelic .psychedelic False
225 Speedworm is a trained professional. Do not try this at home.
227 Prolonged viewing of this demo with
231 above the defaults may have short-term psychological side effects including
232 hyperactivity and attention deficiency.
234 Copyright \(co 2001, Conrad Parker. Permission to use, copy, modify,
235 distribute, and sell this software and its documentation for any purpose is
236 hereby granted without fee, provided that the above copyright notice appear
237 in all copies and that both that copyright notice and this permission notice
238 appear in supporting documentation. No representations are made about the
239 suitability of this software for any purpose. It is provided "as is" without
240 express or implied warranty.
242 Conrad Parker <conrad@deephackmode.org>, April 2001.