A twisting tunnel. I know how to look around in a tunnel but how do they make those that turn?
There are some nice tricks you can use to get these very fast in software rendering.
Firstly it helps to think of the tunnel as a series of rings, you can generate the plots on a circle using some simple sin and cos;
X=RADIUS*SIN(THETA)
Y=RADIUS*COS(THETA)
When making a tunnel I would typically generate 720 or even 1440 plots in a circle, then you can have offsets into the screen depending on how many segments your tunnel has.
very simply you never have to depth sort this type of tunnel

always draw it from back to front, move an offset for z into the screen until it has moved forward a couple of segments and then simply reset it.
Because you have lots of points, if you have 1440 points on each circle and you connect up with a gap of 90 points you will end up with 16 faces in each segment, by having a simple offset and moving this between 0 and 90 you can make the tunnel spin.
Twister. On the mindcandy 2 peview dvd trixter said a twisting cube was done by rendering different slices of the cube at different rotations, then playing those slices out of order. Is that how most twister bars are done? Can u tell me more about this technique.
Again, no serious techniques need to be used here as Jims links show.
All you do is have some simple sin / cos, 4 points per scan line at 90 degree offsets and just check if X1 is < X2 for each pair, if it is then draw a line between them.
You could even go to town on this and precalculate some texture getting darker and narrower and actually use pointers to fake a texturemapped bar, just like this;

Wormhole. So you have a buffer of range values in a certain shape, and then slide some texture over that. How exactly do you map your texture onto this shape though?
Not sure what you mean here, but if it is what I think then you'd basically use some formula to look up pixels in a texture map, depending on the formula you can do spheres, lenses, tunnels or any shape really.
Lighttrails, sticking out from behind a shape.
Usually these are achieved by grabbing the image in the frame buffer, dimming it and pasting it over the top, look for "radial blur" to find out more
