speedmine - simulates speeding down a rocky mineshaft, or a funky danc-
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
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.
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,
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
-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
Specifies the default foreground color.
Specifies the default background 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.
Specifies the color of the lightest portions of the
ground/belly. The ground/belly is colored by a gradient
between darkground and lightground.
Specifies the color of the light at the end of the tunnel.
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).
Specifies an upper bound on the speed of normal movement. This
does not affect the speed that may be attained when hitting a
Specifies the thrust constantly applied. Positive numbers indi-
cate a forwards thrust, negative numbers indicate a backwards
Specifies the effect of gravity. Larger numbers will increase
acceleration downhill and decrease acceleration uphill.
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
When -terrain is set, specifies how smooth the walls or skin
Controls how much the generated tunnel (or worm) should curve
left and right, and dip up and down.
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-
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 <email@example.com>, April 2001.
X Version 11 23-Apr-01 XScreenSaver(1)
Man(1) output converted with