--displayhost: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-idnumber
Draw on the specified window.
--window
Draw on a newly-created window. This is the default.
--install
Install a private colormap for the window.
--noinstall
Don't install a private colormap for the window.
--visualvisual
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 enabled.
--foregroundcolor
Specifies the default foreground color.
--backgroundcolor
Specifies the default background color.
--darkgroundcolor
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.--lightgroundcolor
Specifies the color of the lightest portions of the ground/belly. The ground/belly is colored by
a gradient between darkground and lightground.--tunnelendcolor
Specifies the color of the light at the end of the tunnel.
--delaymicroseconds
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).
-maxspeednumber
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.
-thrustnumber
Specifies the thrust constantly applied. Positive numbers indicate a forwards thrust, negative
numbers indicate a backwards thrust.
-gravitynumber
Specifies the effect of gravity. Larger numbers will increase acceleration downhill and decrease
acceleration uphill.
-vertigonumber
Specifies to what level the demo should accentuate the curvature and windiness of the tunnel or
worm.
-terrain
Continuously generate a fractal terrain to simulate the rockiness of the tunnel walls, or the
texture of the worm's skin.
-noterrain
Do not generate terrain. When this option is set, all surfaces are flat.
-smoothnessnumber
When -terrain is set, specifies how smooth the walls or skin are.
-curvinessnumber
Controls how much the generated tunnel (or worm) should curve left and right, and dip up and
down.
-twistinessnumber
Controls how much the generated tunnel (or worm) twists around itself.
-widening
Specifies that the generated tunnel (or worm) may vary in width.
-nowidening
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.
-nobumps
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.
-bonuses
Indicates that the demo should include bonus events. These include speed bonuses, spins, and
changes of viewpoint and rendering style.
-nobonuses
Indicates that bonuses should not be included in the demo.
-crosshair
Specifies that a gaming style crosshair be drawn on the simulation. This serves little purpose
but may make hardcore gamers feel more comfortable.
-nocrosshair
Specifies that no crosshair be drawn.
-psychedelic
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.
-nopsychedelic
Specifies that a normal colormap should be used, with muted walls and a grey road.
--fps Display the current frame rate and CPU load.