![]() But there was also a science behind the levels of difficulty so as to not discourage a player.Īpparently, Finnish creator Taneli Armanto deliberately added a delay of “just a few milliseconds, right before the player crashes” to give them some extra time to change directions. It’s true that what made the game interesting was that as the snake became longer, its speed and the difficulty of manoeuvering it across the screen increased, and this was probably the key to the game’s addictive quality and reason why, at one point, it was embedded in about 350 million Nokia phones worldwide. It creates the ‘just one more game’ mentality that feeds into addiction.” “When things are simple, you feel like if you just fix a mistake or two, you build a longer snake. ![]() “If I had to think about it, why fight at all, especially over such a simple game? it’s just that,” he recalls. Vallabh Mamidipudi, a 27-year-old mobile game developer in Hyderabad, remembers how he and his cousins would fight for a turn on a single phone. You see it growing with each thing it eats and you can’t help but keep going.” Snake just challenges the most primal part of you. I would play it on my mom’s old Nokia during car rides home from school. He says, “I remember playing Snake II when I was as young as four or five. Pranav Sunderesan, a 23-year-old philosophy graduate, tells ThePrint he’e been playing video games for the past 15 years. Draining a phone’s battery and earning the wrath of exasperated teachers was just collateral damage. ![]() In India and across the world, kids were hooked, eagerly competing for the highest score whether they were lying in bed, pretending to study in class or sitting at a café. The snake wasn’t just a line anymore, but had a proper form, there were bonuses and the screen was cyclical, allowing one to go through the bottom of the screen and come back out the top. Snake II was launched with Nokia’s 3310 in 2000 and it became an entire generation’s obsession. ![]()
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