Score
{{ score }}
Best
{{ bestScore }}
Length
{{ snakeLen }}
Level
{{ level }}
Combo
x{{ combo }}
Time
{{ runTimeLabel }}
Slow
{{ focusSeconds }}s
Bonus
{{ bonusSeconds }}s
Next level in {{ applesUntilLevel }} apples • {{ applesIntoLevel }}/{{ applesPerLevel }}
{{ comboFlash }}

Snake

Choose a pace, then stay alive long enough to build a strong chain.

Sprint from apple to apple to raise your combo multiplier and unlock brief slow-mo boosts.
Controls
WASD
move
P Space
pause/resume
R
restart
F
fullscreen
M
mute

Paused

Press P or tap Resume to continue.

Game Over

Run Summary

Chain ended. Check your level, apples, and combo before the next run.

Final Score {{ runSummary.score }}
  • Score{{ runSummary.score }}
  • Level{{ runSummary.level }}
  • Time{{ runSummaryTimeLabel }}
  • Length{{ runSummary.length }}
  • Apples{{ runSummary.apples }}
  • Max combox{{ runSummary.combo }}
  • Crash{{ runSummary.reason }}
Walls
Metric Value Copy
{{ row.label }} {{ row.value }}
Time Event Value Detail Copy
{{ row.time }} {{ row.event }} {{ row.value }} {{ row.detail }}
Run Preset Score Apples Duration Crash Copy
{{ row.run }} {{ row.preset }} {{ row.score }} {{ row.apples }} {{ row.duration }} {{ row.reason }}

        
Customize
Advanced
:

Snake is a grid game about planning space before the board becomes crowded. The head moves one cell at a time, the body follows, and every apple makes the next route narrower. Early runs often feel like reflex tests, but steadier play comes from leaving lanes open before the next apple forces another turn.

Classic Snake rules are easy to learn because the consequences are visible. Food grows the snake, the body becomes an obstacle, and a wall can either stop the run or act like an edge-to-edge passage depending on the rule set. That simple loop makes small changes in pace, wall handling, and scoring easy to feel.

Snake board showing a growing route, an apple, and wrap versus solid wall choices

Additional practice rules can change the familiar format without changing the core route problem. Apple chains may reward fast pickups, temporary slow-motion can make a crowded board readable again, and a wall rule can decide whether an edge continues the lane or ends the run.

Treat each score as feedback from the selected pace and wall rule. A Medium Wrap run and a Fast Solid run test different skills even if the final numbers are close.

How to Use This Tool:

Start with one preset and wall rule, then repeat that setup until the summary and timeline show a pattern.

  1. Choose Slow, Medium, or Fast from the opening overlay. The run starts after the preset choice, and the status bar begins with Score 0, Length 3, and Level 1.
  2. Set Walls to Wrap when you want edge-to-edge routes, or Solid when border mistakes should end the run.
  3. Use Grid for exact turn practice and Trails when the body path is hard to read after quick turns.
  4. Move with arrow keys, WASD, or the touch buttons. Direct reversal is blocked, so plan a loop instead of trying to turn back into the first body segment.
  5. Watch Combo, Slow, Bonus, and the next-level progress line while collecting apples. If a bonus appears, it expires quickly, so skip it when the route would trap the head.
  6. Use Pause or P before interruptions. If Graphics unavailable appears, switch to a browser or device with browser 3D graphics support before starting again.
  7. After a crash, review Run Summary, Event Ledger, Score Timeline, Run History, and JSON before restarting.

Interpreting Results:

Score combines apple points, combo timing, and burst bonuses. Apples collected, Snake length, Level reached, and Run duration explain how much space pressure the run survived.

  • Level reached 1 means fewer than five apples. Level 2 begins at five apples, and Level 3 begins at ten apples.
  • Max combo x4 or x5 shows fast apple chaining, but it does not prove the route was safe.
  • Best for rules is the best saved score for the current Speed and Walls combination.
  • Crash reason separates body collisions from solid-wall crashes.
  • Score Timeline is the best place to see whether points rose steadily or came from one short burst.

Scores have no monetary value. For practice, compare runs with the same Speed and Walls setting, then look for more apples, a higher level, and fewer sudden crashes rather than one isolated score jump.

Technical Details:

The board uses a 20 by 20 grid. The snake starts with three segments and advances one cell per movement tick. On a normal tick, a new head cell is added and the tail cell is removed. On an apple tick, the tail is kept, so the body grows by one segment.

Movement accepts only up, down, left, and right. A direct 180-degree turn is rejected because it would move the head into the first body segment. Up to three queued turns can wait for upcoming ticks, which helps quick key presses register without changing the collision rule.

Formula Core

Scoring, level progress, and movement pace are deterministic once the apple timing, preset, level, and slow-motion state are known. Apple and bonus placement is random across open cells.

ΔSapple = 10×m L = 1+A5 T = clamp(B-7×(L-1)+F,60,260)
Snake score and timing variables
Symbol Meaning Value or range Effect
m Combo multiplier x1 to x5 Rises when apples are collected within 6000 ms of each other.
A Apples collected Integer Raises level every five apples and adds one body segment per apple.
B Base tick from speed preset 190, 130, or 90 ms Slow, Medium, or Fast movement before level and focus adjustments.
F Focus timing offset 0 or 24 ms Adds time to each tick while slow motion is active.
T Effective movement tick 60 to 260 ms Lower values make the snake update faster.

Rule Core

Snake rule events and effects
Event Trigger Effect
Apple pickup The head reaches the apple cell. Adds 10 x Combo points, grows the snake, places another apple, and updates level progress.
Focus boost Combo reaches x3, or a slow bonus is collected. Extends a short slow-motion window shown as Slow.
Burst bonus A combo-created burst pickup is collected. Adds 35 + 5 x Level points.
Wrap wall The head crosses an edge while Wrap is active. The head appears on the opposite edge.
Solid wall The head crosses an edge while Solid is active. The run ends with a wall crash.
Body collision The head enters a body cell that is not being vacated by the tail. The run ends with a body collision.

Outputs And Storage

Best score, Best for rules, and Run History are kept in the current browser profile. The result panel also records Grid / Trails because visual aids can change readability, even though they do not change scoring or collision rules.

Worked Examples:

Clean Medium Wrap Practice

A Medium Wrap run ends with Score 260, Apples collected 16, Level reached 4, Max combo x3, and Crash reason as Body collision. The score is useful, but the stronger signal is that the route survived three level increases before the body closed the lane.

Fast Combo Spike

A Fast run collects four apples within the 6000 ms combo window. The apple gains are 10, 20, 30, and 40 points, and the x3 pickup starts a slow-motion window. If the Score Timeline jumps but the run ends shortly after, the player found speed without enough route space.

Solid Wall Crash

A Solid run with Apples collected 6, Level reached 2, and Crash reason as a wall collision points to border planning. Repeat the same speed with Wrap off, then treat the outer row as a turn lane rather than a last-second escape.

FAQ:

Which speed should I start with?

Use Medium with Wrap for a readable baseline. Move to Slow for route study or Fast after you can keep lanes open under pressure.

Why did my direction key not reverse the snake?

Direct reversal is blocked because it would make the head turn into the first body segment. Use a corner or loop to change direction safely.

Why did the same score feel easier with Wrap?

Wrap changes edge behavior. A border move that continues in Wrap would end the run under Solid, so compare scores with the same wall rule.

Where are best scores saved?

Best scores, rule-specific bests, and recent run history are kept in the current browser profile on the same device.

What if the board says graphics are unavailable?

Use a current browser and device that supports browser 3D graphics, then reload and start a new run.

Glossary:

Combo
The apple-chain multiplier that rises when apples are collected close together in time.
Focus boost
A short slow-motion window created by a high combo or slow bonus.
Wrap
A wall rule where crossing an edge moves the head to the opposite edge.
Solid
A wall rule where crossing an edge ends the run.
Best for rules
The saved personal best for the current speed and wall combination.

References: