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Snake is a grid based arcade game where a moving line grows as it eats apples and the run ends on a crash. It offers a quick skill loop with simple rules and a steady sense of progress. A classic snake game with wrap walls suits short breaks and light competition.
Play unfolds on a discrete board where the head advances one cell each tick and body segments follow. You choose a speed to set the rhythm and you decide whether walls wrap or act solid. The aim is to collect apples, extend the body, and raise your score.
Arrow keys steer the head so it turns without reversing into its neck and the line cannot pass through itself. Pause, restart, fullscreen, and mute let you fit a quick run into a busy day.
Eating one apple adds ten points times your current combo multiplier and one segment, so the turning radius tightens as the run goes on. Fast speed feels exciting, but it leaves less time to plan, so expect abrupt endings.
For consistent comparisons, stick with one speed and one wall mode and favor smooth inputs over frantic taps. If a run ends early, take a breath and try again.
The model is discrete motion on a rectangular grid. At each tick the head advances by a unit step and the body shifts forward, preserving order. Score increases by fixed increments per apple and body length grows by one segment, which tightens maneuvering space.
Apple placement samples uniformly from free cells. Border behavior is selectable: wrapping treats edges as connected, while solid walls end the run on an out of bounds move.
Direction changes are queued, and direct reversal is blocked so the head cannot turn into the neck. Self collision checks the next head cell against occupied cells before movement is finalized.
Comparisons across runs are meaningful when speed and wall mode match and when randomness in apple placement is acknowledged. Best score is kept per device and reflects local play only.
| Symbol | Meaning | Unit/Datatype | Source |
|---|---|---|---|
| Grid columns | integer | constant (20) | |
| Grid rows | integer | constant (20) | |
| Tick duration by speed | milliseconds | derived | |
| Score | integer | derived | |
| Combo multiplier (1 – 5) | integer | derived | |
| Body length | segments | derived | |
| Head coordinates | integers | derived |
Level ups shave about seven milliseconds from the base tick down to a 60 ms floor, while Focus temporarily adds roughly 55 ms back.
| Speed Mode | Tick (ms) | Interpretation | Action Cue |
|---|---|---|---|
| Slow | 190 | More planning time, wider safety margins. | Practice routes before levels accelerate. |
| Medium | 130 | Balanced pace for most runs. | Build consistency before chasing combos. |
| Fast | 90 | High tempo from the outset. | Favor safe turns and lines. |
| Parameter | Meaning | Unit/Datatype | Typical Range | Sensitivity | Notes |
|---|---|---|---|---|---|
| Speed | Tick rate selection | enum | slow · medium · fast | High | Affects difficulty directly. |
| Walls | Border behavior | boolean | wrap or solid | High | Wrapping reduces dead ends. |
| Grid | Background guides | boolean | on or off | Low | Visual aid only. |
| Trails | Fading tail markers | boolean | on or off | Low | Cosmetic feedback. |
| Volume | Beep loudness | 0.0–1.0 | 0.0 to 1.0 | Medium | Muted when sound is off. |
Randomness, seeds & reproducibility. Apple placement uses uniform integer sampling with rejection on occupied cells, so successive runs diverge naturally without a fixed seed.
Networking & storage behavior. Best score persists in your browser under a single key and no gameplay data is transmitted to a server.
Performance & complexity. Each tick updates positions and checks for collisions; collision checks scale with current length.
Diagnostics & determinism. Identical inputs yield identical motion for a given apple sequence; differing random apple positions lead to different routes.
Grid movement with growing length and fixed increments guides both steering and risk management.
Finish a run, check your best, and adjust speed or walls for the next attempt.
Only your best score is kept in your browser. No gameplay data is sent to a server.
Clearing site storage resets the best score.Each apple is worth ten points times your active combo multiplier. Keep eating within the streak window to climb as high as 5×.
Focus slows time briefly so you can thread tight gaps. Earn it by hitting combo tiers or collecting blue bonus cores.
Arrows steer, P pauses, R restarts, F toggles fullscreen, M mutes. Enter starts from the menu.
Pick your speed before starting. To change later, restart from the menu and select a new speed.
Wrap carries the head to the opposite edge on exit. Solid ends the run when the head leaves the board.
Press P to pause or resume at any time during a run.
No. Sound provides feedback only and does not change timing or difficulty.
Yes. Toggle grid and trails off for a cleaner look if you prefer.
Scores are stored locally in your browser and not transmitted or stored server‑side.
This game includes random elements and has no monetary value.