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speedmine(6)		      XScreenSaver manual		  speedmine(6)

       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] [-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 re-

       -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,  di-
	       rectcolor, 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 be-
	       tween 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 in-
	       clude 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.

       -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  de-
       faults  may have	short-term psychological side effects including	hyper-
       activity	and attention deficiency.

       Copyright (C) 2001, Conrad Parker.  Permission to  use,	copy,  modify,
       distribute,  and	 sell this software and	its documentation for any pur-
       pose 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	repre-
       sentations are made about the suitability of this software for any pur-
       pose.  It is provided "as is" without express or	implied	warranty.

       Conrad Parker <>,	April 2001.

X Version 11		      5.44 (20-Mar-2020)		  speedmine(6)


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