If a decimal or hexadecimal number is used,
is consulted to obtain the required visual.
Be a happy spastic worm instead of a tunnel.
Specifies that the tunnel/worm should always be rendered in wireframe style.
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
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
Specifies the color of the lightest portions of the ground/belly.
The ground/belly is colored by a gradient between
Specifies the color of the light at the end of the tunnel.
Specifies the delay between drawing successive frames. If you do not specify
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
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.
Specifies the thrust constantly applied. Positive numbers indicate a forwards
thrust, negative numbers indicate a backwards thrust.
Specifies the effect of gravity. Larger numbers will increase acceleration
downhill and decrease acceleration uphill.
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 skin.
Do not generate terrain. When this option is set, all surfaces are flat.
is set, specifies how smooth the walls or skin are.
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 itself.
Specifies that the generated tunnel (or worm) may vary in width.
Specifies that the average width should be kept constant.
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