Experts reveal how Nokia’s iconic Snake game became such a phenomenon when it turned 25 years old.

Before “Candy Crush” and “Angry Birds”, it was a game that kept mobile phone users’ attention on screens.

The “snake” was added to the Nokia 6110 in 1997 and quickly became a global phenomenon.

Its simple concept involves controlling a snake that picks up bits of cellular food while avoiding obstacles such as its own tail and the edge of a screen.

The mobile game turned devices whose main functions were calling and sending SMS messages into a portable game console.

As the game turns 25 tomorrow, MailOnline asked experts why the concept of a snake chasing a piece of food has stood the test of time.

William Cox, video game developer Kwalibelieves that the frustration you get when you lose a game to Snake is what makes it so addictive.

Speaking exclusively to MailOnline, he said: “You always want to go back to Snake again and again – it’s simple and frustrating in a carefully balanced way, so you’re ready to start from scratch every time.”

“Breaking your own record or your friend’s record is very rewarding.”

“Mobile games succeed or fail depending on their core gameplay and mechanics – everything else is a bonus. The ease of control of Snake makes the game exciting.

“I played Snake so much that I was able to fill the entire screen and complete the game.

“It’s an iconic piece of gaming history, and also the nostalgia that many of us feel when we play our first games on our first phones.”

The Snake phone game (pictured) was added to the Nokia 6110 in 1997 and quickly became a global phenomenon. Its simple concept involves controlling a snake that picks up bits of cellular food while avoiding obstacles such as its own tail and the edge of a screen.

Taneli Armanto developed the game based on the version he played on a Macintosh computer as it could be modified to fit 48 x 84 black and white pixels without copyright issues.

Taneli Armanto developed the game based on the version he played on a Macintosh computer as it could be modified to fit 48 x 84 black and white pixels without copyright issues.

HISTORY OF THE SNAKE

1977- The blockade has been liftedis an arcade game in which two players move their characters around, leaving behind a solid line that they must avoid.

1977 – 1992 – Bigfoot Bonkers, Worm, Nibbler, Rattler Race, etc. released. – Games similar to Blockade were released on various consoles, including on the home computer.

1997- Snake added to Nokia 6110 – The first version of the game developed by Taneli Armanto was released.

2002- First color version released on Nokia 9290 Communicator – The fourth iteration of Nokia’s Snake supports multiplayer via Bluetooth and infrared.

2005- 3D versions released on Nokia phones – “Snakes” and “Snake 3” were available on the company’s first smartphones.

2017 – The snake has been released on Facebook Messenger and the Google search engine..

2021 – Rebooted version Nokia 6310 released with Snake installed.

Simon Lee, CEO, App Development Agency take a glimpsesaid that Snake was the first mobile game where the player was up against their own skills.

He told MailOnline: “There were no levels per se, no enemies to kill, it was pure reaction speed and the most basic game mechanic, pure one-handed play.

“This is a great example of simplicity, where the lack of levels is replaced by your own reactions and choices to create an increasingly complex experience.

“The simplicity and short game loop – how long before losing – meant that this was the first truly pick-and-play game while waiting for the train or bus.”

The Snake concept was actually developed in 1976 as a two-player arcade game called Blockade by the video game company Gremlin Interactive.

Players will use the arrow keys to move their character around leaving a solid trail behind them and try to dodge the other player’s hit or their respective footprints.

After several further iterations, Snake was launched by the Finnish company Nokia for their 6110 monochrome phone and programmed by Taneli Armanto.

Armanto came up with the idea for the game after being asked by the product marketing team to develop a game that would use infrared.

While Snake is best known as a single player game, it could be played against a friend using the infrared feature.

The developer told the online publication It’s nice that he was also inspired by a similar two-player game he encountered on a Macintosh computer.

Unlike another potential Tetris rival, Snake’s game could be modified to fit 48 x 84 black and white pixels and without copyright issues.

The code for Snake was written line by line in the C programming language.

In the game, the player controls the movement of a caged snake inside a box with a one-pixel piece of “food”.

The object of the game is to move the snake towards the food in order to “eat” it, after which a pixel will be added to the end of its tail, increasing its length.

The new piece of food will then appear in a new location within the box to aim for while the growing snake must avoid touching its own tail and the side of the box.

Snake was launched by the Finnish company Nokia for their 6110 monochrome phone (pictured) and programmed by Taneli Armanto in 1977.

Snake was launched by the Finnish company Nokia for their 6110 monochrome phone (pictured) and programmed by Taneli Armanto in 1977.

William Cox, video game developer of Kwalee, credits the frustration you get when you lose a Snake game for what makes it so addictive.  Speaking exclusively to MailOnline, he said:

William Cox, video game developer of Kwalee, credits the frustration you get when you lose a Snake game for what makes it so addictive. Speaking exclusively to MailOnline, he said: “You always want to go back to Snake again and again – it just frustrates you in such a carefully balanced way that you are ready to start from scratch every time.”

Mr. Cox said: “It was technically a good game because it knew exactly what to prioritize.

“The pixelated 2D style gave you enough information – ‘snake’ and ‘food’ came to life in your own imagination.”

Armanto said that he deliberately added a slight delay before the snake hits the wall so that the player can “save” it and make the game more enjoyable.

But according to Mr. Cox, the tricky curve also helped the players stay on the hook.

He said: “You can start without a textbook and you will start easy and the difficulty will gradually increase.

“The result is that anyone can play – which is partly why Snake is so loved 25 years later.”

Mr. Lee added, “It used an effect similar to that used in Tetris, increasing in speed as you play and getting crazier until you make a mistake.

“Unlike Tetris, which reset to moderate speed every level, Snake, with its lack of levels, meant it was just a matter of time before losing.

“That anticipation, combined with the crazy nature of things getting faster and faster, made the game very addictive.”

To date, nine Nokia Snake sequels have been released since it was added to the 6110 phone, with the most recent one coming out in 2017 and being played on Facebook Messenger.

A quarter of a century after its release, the legacy of the simple game lives on as an entire genre of video games across multiple platforms.

There are more than 420 snake-like games in the App Store alone, which have appeared since Apple’s iPhone overtook Nokia in popularity in 2011.

Experts believe that the fact that it was pre-installed on the phone contributed to its success.

Mr. Cox, who has over 15 years of experience in the gaming industry, said: “Today we have the luxury of choice, but when Snake was released preloaded on Nokia phones, mobile gaming was new.

“It was a shared experience – I remember playing it at recess in college with my friends.

“There were many versions – multiplayer, on different devices, the leap to social networks – so every generation of players discovered it in a new way.

“I love the endless choices, colorful styles and polish of today’s mobile games, but elegant simplicity is still at the heart of the industry.

“The snake was a game that anyone could play.”

Do YOU ​​have what it takes to become a professional player? Experts reveal ideal age, body type and diet and say 9 inches is the optimal arm span.

MailOnline has delved into research to determine the ideal age, body type, diet, and even hand size of professional gamers.

Esports physician Dr. Lindsey Migliore concluded that the optimal finger size for gamers is 9 inches (22.8 cm) and a palm width of 3.4 inches (8.7 cm).

According to Professor Ingo Frobese of the German Sports University in Cologne, since professional players can burn 420 calories in a two-hour game session, they must be in excellent physical shape.

He added that the average professional gamer’s career is very short and usually ends in their mid-20s.

Read more here

What exactly does it take to become a professional gamer? MailOnline has delved into research to determine the ideal age, body type, diet, and even hand size of professional gamers.