- Release Year: 1998
- Platforms: Windows
- Publisher: Arsenal
- Developer: Gamos Ltd.
- Genre: Puzzle
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Elimination, Falling block puzzle, Real-time, Snake blocks

Description
WildSnake is a puzzle game inspired by Tetris, where snakes of varying colors and lengths fall from the top of the screen and slither to the bottom. The objective is to clear the snakes by making two of the same color touch. The game features multiple backgrounds, grid types, and special snakes like the WildSnake, which destroys all snakes of the same color it touches. Originally released in 1994 for the Game Boy and Super NES, it was later remade as WildSnake for Windows in 1998, offering enhanced gameplay with different well types and a high score table.
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WildSnake Guides & Walkthroughs
WildSnake Reviews & Reception
gamefaqs.gamespot.com : The greatest thing about the game as far as I’m concerned is that the snakes give off the impression of being real living creatures.
en.wikipedia.org : WildSnake clones the Tetris concept and adds a nifty graphic twist.
honestgamers.com : The greatest thing about the game as far as Im concerned is that the snakes give off the impression of being real living creatures.
WildSnake Cheats & Codes
Super Nintendo (SNES) [US]
Enter codes using Action Replay device.
| Code | Effect |
|---|---|
| 7E14B0:00 | Yellow Red Stripes |
| 7E14B0:01 | Blue |
| 7E14B0:02 | Orange Blue Stripes |
| 7E14B0:03 | Blue Yellow Triangles |
| 7E14B0:04 | Yellow |
| 7E14B0:05 | Light Blue |
| 7E14B0:06 | Red Light Blue Stripes |
| 7E14B0:07 | Light Green |
| 7E14B0:08 | Red |
| 7E14B0:09 | Purple Grey Stripes |
| 7E14B0:0A | White |
| 7E14B0:0B | Green Grey Stripes |
| 7E14B0:0E | King Cobra |
| 7E14B0:14 | Transparent Snake |
| 7E1C09:FF | Infinite Time |
| 7E1C09:00 | No Snakes to eliminate |
Game Boy
At the main menu, choose your difficulty and then press B, B, B, Up, Down, Up, Down, Up, Down, B, B, B, Down, Down, Down, Up, Up, Up.
| Code | Effect |
|---|---|
| B, B, B, Up, Down, Up, Down, Up, Down, B, B, B, Down, Down, Down, Up, Up, Up | Access hidden menu |
GameGear
At the Main Menu, press 2, 2, 2, Up, Down, Up, Down, Up, Down, 2, 2, 2, Down, Down, Down, Up, Up, Up.
| Code | Effect |
|---|---|
| 2, 2, 2, Up, Down, Up, Down, Up, Down, 2, 2, 2, Down, Down, Down, Up, Up, Up | Access secret setup menu |
WildSnake: Review
1. Introduction
In the annals of puzzle game history, few titles dared to challenge the Tetris formula with the audacious organicity of WildSnake. Released across multiple platforms between 1994 and 1998, this ingenious creation reimagined the falling-block mechanic as a writhing ecosystem of serpentine chaos. Conceived by Russian designer Alexey Lysogorov (of Zmeelov fame) and presented by Tetris visionary Alexey Pajitnov, WildSnake transformed geometric abstraction into visceral biology. While it never reached the zenith of its inspiration, its legacy endures as a cult classic that injected unpredictable life into the rigid puzzle genre. This review dissects WildSnake’s evolutionary journey, dissecting its mechanics, artistry, and enduring impact.
2. Development History & Context
WildSnake’s genesis lies in the fertile post-Soviet game development scene of the early 1990s. Lysogorov’s original Zmeelov (1992) established the core concept, but the 1994 Western releases—developed by Bullet-Proof Software (Game Boy) and Manley & Associates (SNES) and published by Spectrum Holobyte—refined it for global audiences. The game’s marketing heavily leveraged Pajitnov’s name, though his involvement was limited to “presentation,” a common industry tactic to borrow Tetris’ cultural capital.
Technologically, the 1994 versions operated within the constraints of 8-bit and 16-bit hardware. The Game Boy’s monochrome display demanded expressive sprite work, while the SNES enabled richer colors and modest animations. Both platforms supported two-player competitive modes, a rarity for puzzle games of the era. Notably, planned Sega Genesis and Game Gear versions were cancelled, leaving only prototypes.
The 1998 Windows remake by Gamos Ltd. (published by Arsenal) served as an enhanced Zmeelov port, capitalizing on PC flexibility. This iteration introduced three new “well” shapes (Standard Rectangle, Obstacle Rectangle, Hourglass Rectangle) and refined the physics engine, though it largely retained the original’s DNA.
3. Narrative & Thematic Deep Dive
WildSnake dispenses with traditional narrative, instead weaving its story through thematic abstraction. The player progresses as a “nestling” ascending a hierarchy of snake-based titles—from humble garter snake to apex king cobra—as they clear serpentine infestations. This progression metaphorically embodies the taming of primal chaos: each cleared snake represents an act of order imposed upon wilderness.
Dialogue is nonexistent, but the snakes themselves are characters. Their varied patterns (speckled, striped, solid) and colors (greens, blacks, purples) evoke distinct species, creating a menagerie of digital reptiles. The rare purple “uncontrollable” snake acts as a destructive force, embodying nature’s untamed violence—a stark contrast to the player’s quest for control. Thematically, the game explores the tension between chaos and order, using snakes as living symbols of unpredictability within the structured framework of a puzzle.
4. Gameplay Mechanics & Systems
WildSnake’s core loop replaces Tetris’ static blocks with dynamic, physics-driven serpents. Snakes fall from the top, their heads leading while their bodies follow in sinuous trails, slithering downward until collision. The goal remains matching colors, but execution is radically different: when two same-colored snakes touch, both vanish, and the remaining snakes wriggle to fill gaps like liquid—often triggering chain reactions.
Key Innovations and Flaws:
– Organic Movement: Snakes never move laterally; they must descend diagonally, making precise positioning harder than in Tetris. This “slither-physics” adds unpredictability but also frustration.
– Special Snakes:
– Flashing “WildSnake”: Destroys all matching-color snakes on contact.
– Purple “Destructive” Snake: Obliterates everything in its path, acting as both hazard and opportunity.
– Grid Diversity: The 1994 version offers 7 grid types (e.g., hourglass, X-shape, obstacle course), each altering spatial strategy. The 1998 Windows version simplifies this to three wells.
– Progression: Players advance through snake-themed ranks (e.g., boa, python), with no story progression—only high scores as motivation.
– Modes:
– King Cobra Mode (SNES): A sudden-death challenge with timed objectives (e.g., “eliminate 50 snakes in 150 seconds”).
– Two-Player Mode: Competitive gameplay where multi-snake clears drop obstacles on the opponent.
While the core concept is brilliant, the controls feel imprecise due to the snakes’ momentum, and the lack of visible previews (beyond a brief queue in two-player mode) hinders strategic planning.
5. World-Building, Art & Sound
WildSnake’s world is a minimalist “serpentine pit”—a confined well or enclosure where reptiles fall and accumulate. The 1994 version’s 4 backgrounds (desert, forest, water, grass) provide thematic texture but no interactivity, serving as atmospheric backdrops for the primary action.
Visual Direction:
– Snake Design: Textured sprites mimic real reptiles—smooth eels, speckled vipers, and venomous cobras. The SNES version’s smaller sprites were criticized, while the Game Boy’s monochrome art excelled in descriptive detail.
– Animation: The opening king cobra lunging at the player and snakes’ writhing movements on landing are standout moments of biological realism.
– UI: Clean but utilitarian, with high-score tables and mode-select menus.
Sound Design:
– Music: Composed by Robert Ridihalgh (SNES) and Greg Turner (Game Boy), the ambient tracks (e.g., jungle drums, water ripples) are pleasant but forgettable.
– Effects: Slithering, hissing, and vanishing sounds reinforce the snakes’ living presence.
6. Reception & Legacy
Launch Reception:
– GamePro lauded the Game Boy version for its “nifty graphic twist” and praised the snakes’ ability to “loop and twist to fill spaces,” though it critiqued the SNES version’s small sprites.
– Next Generation scored the SNES version 3/5, calling it a “watered-down” Tetris clone.
– Player Reviews (e.g., HonestGamers) celebrated its uniqueness but lamented its lack of polish compared to puzzle giants.
Commercial Impact: Data is scarce, but the game’s presence on popular platforms suggests moderate success.
Legacy and Influence:
– Genre Evolution: WildSnake pioneered the idea of organic puzzle pieces, foreshadowing games like Lumines’ dynamic blocks. Its snake-physics influenced later puzzle hybrids.
– Cult Status: Enhanced by its cancelled Sega versions and the obscurity of its Russian origins, WildSnake is a revered curiosity among puzzle enthusiasts.
– Distinction from Nokia’s Snake: The 1998 Nokia Snake (by Taneli Armanto) is unrelated—WildSnake predates it and focuses on falling, not movement, mechanics.
7. Conclusion
WildSnake stands as a daring experiment that injected Tetris’ rigid framework with the chaotic beauty of nature. Its serpentine mechanics—though occasionally frustrating—offer a compelling alternative to geometric puzzles, with special snakes and varied grids ensuring lasting replayability. While flawed in execution and shadowed by its predecessor’s legacy, it remains a testament to 1990s puzzle innovation.
Verdict: A fascinating, flawed, and forgotten gem. WildSnake’s place in history is assured not as a masterpiece, but as a bold “what if”—a reminder that even the most rigid genres can evolve with a twist of chaos. For puzzle purists, it’s a cult essential; for historians, a vital footnote in the genre’s mutation.