Start here

Choose by the problem you want to practise

Learn the controls

Relaxed removes sudden failure. Ghost adds the wall back without making the body dangerous.

Play Relaxed

Plan better routes

Maze, Spiral, Cornered, and Rival Run make the safe lane easy to see and easy to lose.

Play Maze

Improve turn timing

Speed Snake keeps the rules familiar while shortening the useful input window.

Play Speed Snake

Play a short score run

Blitz 90, Rush 45, and Daily Board give the attempt a fixed end point.

Play Blitz 90

Directory

All playable modes

Open any card to play the mode and read its rules, opening plan, and common mistakes.

Standard rulesClassic Snake

One red ball, solid walls, a growing tail, and a pace that increases as you score.

Pace
Steady
Difficulty
Medium
Board
18 × 11
Wrap-around edgesNo Walls Snake

Leave one side of the board and return from the opposite side. Your tail still matters.

Pace
Steady
Difficulty
Easy
Board
18 × 11
Ninety-second runBlitz 90 Snake

Two red balls stay on the board while a ninety-second timer measures how efficiently you collect them.

Pace
Fast
Difficulty
Hard
Board
18 × 11
Fixed barriersMaze Snake

Permanent blocks split the board into lanes and crossings that must be planned in advance.

Pace
Steady
Difficulty
Hard
Board
18 × 11
Relocating targetMoving Ball Snake

The red ball changes position during the run, so patience is often safer than a direct chase.

Pace
Fast
Difficulty
Hard
Board
18 × 11
Pass through your bodyGhost Snake

Your body is harmless, but the outer wall still ends the run.

Pace
Fast
Difficulty
Easy
Board
18 × 11
Small boardPocket Snake

A compact arena and two red balls bring late-game pressure into the opening minutes.

Pace
Fast
Difficulty
Hard
Board
13 × 10
Fastest starting paceSpeed Snake

Classic collision rules with a much shorter window for each turn.

Pace
Extreme
Difficulty
Extreme
Board
18 × 11
Five targetsRed Ball Field Snake

Five large blinking red balls stay on the board, giving you several possible routes.

Pace
Fast
Difficulty
Medium
Board
18 × 11
Start with ten sectionsLong Snake

The run begins with a long body, so tail timing matters from the first turn.

Pace
Fast
Difficulty
Hard
Board
18 × 11
Blocked cornersCornered Snake

Obstacles occupy all four corners and remove the easiest perimeter turns.

Pace
Fast
Difficulty
Hard
Board
18 × 11
Winding barrierSpiral Snake

A coiled obstacle route makes the exit as important as the red ball inside it.

Pace
Fast
Difficulty
Extreme
Board
18 × 11
Larger boardMarathon Snake

A wider arena and calm opening pace support longer, more organised runs.

Pace
Calm
Difficulty
Medium
Board
22 × 12
No-fail practiceRelaxed Snake

Edges wrap and your body is passable, so you can practise movement without a sudden ending.

Pace
Calm
Difficulty
Easy
Board
18 × 11
Forty-five-second sprintRush 45 Snake

Two red balls, extreme speed, and forty-five seconds to make quick, clean choices.

Pace
Extreme
Difficulty
Extreme
Board
17 × 11
Moving snake hazardsRival Run Snake

Three autonomous snakes patrol the board. Contact with any rival ends the run.

Pace
Fast
Difficulty
Extreme
Board
18 × 11
One layout per dayDaily Board Snake

A date-based obstacle layout stays the same for the current UTC day, giving you a route to learn and improve.

Pace
Fast
Difficulty
Hard
Board
18 × 11

Categories

How the modes are grouped

Classic1 mode

The standard wall-and-tail game.

Speed1 mode

The normal decisions must be made much earlier.

Progression

A useful order for learning

  1. 1
    Relaxed

    Learn swipe or key timing without collision pressure.

  2. 2
    Ghost

    Keep the body harmless and practise wall spacing.

  3. 3
    No Walls

    Remove wall deaths and focus on the tail.

  4. 4
    Classic

    Combine walls, self-collision, growth, and increasing speed.

  5. 5
    Choose a weakness

    Use Maze for route planning, Speed for timing, Pocket for space, or Rival Run for moving hazards.

Questions

Mode FAQ

Which mode should a new player start with?

Start with Relaxed to learn swiping or key timing. Move to Ghost, then No Walls, then Classic.

Which mode is hardest?

Speed Snake, Spiral, Rush 45, and Rival Run are the most demanding because they reduce reaction time or add moving hazards.

Do all modes use swipe controls?

Yes. Swipe is the default on mobile. Arrow keys and WASD work on desktop.

Does every mode enter fullscreen?

The game requests fullscreen on the first move in every mode. Browser support and permission still determine whether the request succeeds.

Are best scores kept separately?

Yes. Each mode stores its own best score in the current browser.