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SNAKE

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Desktop: Arrow Keys Mobile: Swipe Space: Pause
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About

This tool is a high-fidelity, browser-based implementation of the classic arcade game Snake. Unlike traditional grid-snapping versions, this engine utilizes linear interpolation to render movement at the refresh rate of your monitor (up to 144Hz+), providing a fluid visual experience while maintaining the strict discrete logic of the 1997 classic.

The core mechanic tests visuospatial ability and reaction time. As the snake consumes food, its length L increases, reducing the available free space S on the grid. The risk of collision grows exponentially as LS. This version includes a localized physics engine to handle collision detection and input buffering, ensuring that rapid command sequences are executed precisely without input loss.

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Formulas

Movement Logic (Discrete):

The snake's head position vector P update at step t:

Pt+1 = Pt + v

Where v is the velocity vector from the set D = { (0,-1), (0,1), (-1,0), (1,0) }.

Rendering Logic (Interpolated):

To achieve visual smoothness, the render position R is calculated using the time accumulator α (0 ≤ α < 1):

R = Pt ⋅ (1α) + Pt+1α

Where:
P = Grid Coordinate Vector
v = Current Velocity
α = Interpolation Factor (dt / TickRate)

Reference Data

Setting / ModeSpeed Factor (ms/tick)Score MultiplierDescription
Slug (Easy)150 ms× 1.0Ideal for beginners. Slow pace allows for planning.
Python (Normal)100 ms× 1.5The standard challenge. Balanced speed and reflex requirements.
Cobra (Hard)70 ms× 2.5High speed. Requires predictive turning and pattern recognition.
Viper (Insane)40 ms× 5.0Reflex limit. Pure reaction training.
Zen Mode120 msN/ANo walls, no self-collision death. Relax and draw patterns.
Portal Mode100 ms× 1.2Walls warp the snake to the opposite side (Toroidal topology).

Frequently Asked Questions

The game uses a specialized swipe detection algorithm. Touch anywhere on the game board and swipe quickly in the desired direction. A swipe distance of at least 30 pixels is required to register a turn.
This is a common issue in basic snake games called "self-collision due to latency". This tool uses an "Input Buffer". If you press UP then LEFT instantly, the game queues the LEFT turn to execute exactly one tick after the UP turn, preventing you from crashing into your own neck.
Yes. High scores and unlocked skins are stored locally in your browser's LocalStorage. They will persist unless you clear your browser data.
In Portal Mode, the game board topology changes from a bounded plane to a Torus. Crossing the right wall makes you appear on the left, and top to bottom. This eliminates wall-death but increases the risk of colliding with your own tail.