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 RelaxedPlan better routes
Maze, Spiral, Cornered, and Rival Run make the safe lane easy to see and easy to lose.
Play MazeImprove turn timing
Speed Snake keeps the rules familiar while shortening the useful input window.
Play Speed SnakePlay a short score run
Blitz 90, Rush 45, and Daily Board give the attempt a fixed end point.
Play Blitz 90Directory
All playable modes
Open any card to play the mode and read its rules, opening plan, and common mistakes.
One red ball, solid walls, a growing tail, and a pace that increases as you score.
- Pace
- Steady
- Difficulty
- Medium
- Board
- 18 × 11
Leave one side of the board and return from the opposite side. Your tail still matters.
- Pace
- Steady
- Difficulty
- Easy
- Board
- 18 × 11
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
Permanent blocks split the board into lanes and crossings that must be planned in advance.
- Pace
- Steady
- Difficulty
- Hard
- Board
- 18 × 11
The red ball changes position during the run, so patience is often safer than a direct chase.
- Pace
- Fast
- Difficulty
- Hard
- Board
- 18 × 11
Your body is harmless, but the outer wall still ends the run.
- Pace
- Fast
- Difficulty
- Easy
- Board
- 18 × 11
A compact arena and two red balls bring late-game pressure into the opening minutes.
- Pace
- Fast
- Difficulty
- Hard
- Board
- 13 × 10
Classic collision rules with a much shorter window for each turn.
- Pace
- Extreme
- Difficulty
- Extreme
- Board
- 18 × 11
Five large blinking red balls stay on the board, giving you several possible routes.
- Pace
- Fast
- Difficulty
- Medium
- Board
- 18 × 11
The run begins with a long body, so tail timing matters from the first turn.
- Pace
- Fast
- Difficulty
- Hard
- Board
- 18 × 11
Obstacles occupy all four corners and remove the easiest perimeter turns.
- Pace
- Fast
- Difficulty
- Hard
- Board
- 18 × 11
A coiled obstacle route makes the exit as important as the red ball inside it.
- Pace
- Fast
- Difficulty
- Extreme
- Board
- 18 × 11
A wider arena and calm opening pace support longer, more organised runs.
- Pace
- Calm
- Difficulty
- Medium
- Board
- 22 × 12
Edges wrap and your body is passable, so you can practise movement without a sudden ending.
- Pace
- Calm
- Difficulty
- Easy
- Board
- 18 × 11
Two red balls, extreme speed, and forty-five seconds to make quick, clean choices.
- Pace
- Extreme
- Difficulty
- Extreme
- Board
- 17 × 11
Three autonomous snakes patrol the board. Contact with any rival ends the run.
- Pace
- Fast
- Difficulty
- Extreme
- Board
- 18 × 11
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
The standard wall-and-tail game.
A rule changes how the edge, body, red ball, or target behaves.
The clock makes route efficiency part of the score.
Blocks or moving snakes change the safe route.
Board size or starting length makes space management the main problem.
The normal decisions must be made much earlier.
Progression
A useful order for learning
- 1Relaxed
Learn swipe or key timing without collision pressure.
- 2Ghost
Keep the body harmless and practise wall spacing.
- 3No Walls
Remove wall deaths and focus on the tail.
- 4Classic
Combine walls, self-collision, growth, and increasing speed.
- 5Choose 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.