Its a really good job coding wise, but it isn't that orginal of an idea (although that was kind of the point I see). My only suggestion is that you make it go a little faster or have settings where you could chose how fast the screen moves.
Yeah, originality wasn't even a concern here.
My aim was simply to create a decent Flash clone of the ever popular game, not to add anything new to it. I figured trying to improve on an already perfect formula would ruin the game and take away from the simple addictiveness.
I actually did increase the speed a lot. If you play the original SFcave you'll notice the speed difference between it and my version. I think the only real way to increase the speed more would be to up the frame rate.
If you would care for an explanation as to why, read on:
The little engine I coded that generates the moving terrain works by spitting out segments of terrain each frame. One segment for the bottom, and one for the top. The terrain moves at a rate of 4 pixels per frame, so of course, each segment is 4 pixels wide. If for example I wanted to make the terrain move at 7 pixels per frame instead, I could do it easily, by adjusting the speed, and then making each segment 7 pixels wide.
BUT, there is a tradeoff. Since the tunnel is now composed of 7 pixel sections, it can no longer make as steep of a climb. If the tunnel took a rapid turn upwards, the segments would be very noticeable. It would look like a set of stairs or something, instead of a smooth incline.
I found 4 pixels was the perfect amount, it made the tunnel move fast, while still appearing smooth. In fact, I bet before reading this, a lot of you never noticed any "segments", because it created a decent illusion of a smooth tunnel. Well, as smooth as possible, considering it's not anti-aliased.