Blockade (video game)
Blockade is the progenitor of the snake video game genre.
matt hrkac · CC BY 2.0
Blockade is an arcade game from Gremlin, released in November 1976. It was created by Lane Hauck and Ago Kiss. Two players each steer an arrow on screen, which leaves a trail of blocks behind it. The goal is to avoid crashing into the walls around the playfield or into the trails left by either player, for a set number of turns. The game inspired many imitators, which later became known as snake games.
Hauck designed the game. Before joining Gremlin, he taught himself to code and met with the Gremlin team before they entered the arcade market. While experimenting with a physics problem in assembly language, he made a game where a player’s trail prevented them from returning to a spot they had already visited. He showed the idea to Gremlin staff, who developed it into a video game. It was test-marketed and then released to strong acclaim at the 1976 Music Operators of America show in Chicago. Because Gremlin was new to arcade games, several other companies—including Atari, Inc., Ramtek, and Meadows Games—released their own versions after Blockade's release. Atari's 'Surround' came out in 1977, reversing the timeline often assumed. This led to many pre-sales being canceled.
In gameplay, each player uses push-button controls to change the direction of their moving arrow. The arrow leaves a trail of blocks that forms a continuous wall. If a player hits a wall created by either player or the barrier wall, an explosion sound plays, the symbol flashes, and the opponent gets a point. After a preset number of crashes—set by the arcade operator, usually between 3 and 6—the game ends.
Gremlin, based in San Diego, had been making coin-op arcade machines since 1970. Hauck, who studied physics and engineering at UCLA and Cal State, bought a Digital Equipment Corporation PDP-8 computer to learn assembly language. He played games like Moo on it and became interested in making complex technology simpler and cheaper. He soldered together twenty-five logic circuits to build a handheld device that could play Moo, and later made small machines for games like Blackjack. At the time, Gremlin made “Wall games”—electromechanical arcade games with dynamic elements like lights and moving parts. Gremlin had already released microprocessor-based games like 'Fonz' (1976) before Blockade. When Hauck met with them, he developed a Wall game that used microprocessors.
Hauck wanted to exp
- developer
- Lane Hauck and Ago Kiss
- publisher
- Gremlin
- release_date
- November 1976
- genre
- Arcade video game
- players
- Two-player
- platform
- Arcade
Quick Facts
- Title
- Blockade
- Developer
- Gremlin
- Publisher
- NA · Noval, Inc. (Noval 760)
- Designer
- Lane Hauck
- Programmer
- Lane Hauck / Ago Kiss
- Released
- ArcadeNA · November 1976 · JP · March 1977Noval 760NA · 1977
- Platform
- Arcade, Noval 760
- Genre
- Snake
- Modes
- Multiplayer
Facts from the source article.
Lore & Background
Designer Lane Hauck, a physics and engineering graduate of UCLA and Cal State, purchased a Digital Equipment Corporation (DEC) PDP-8 computer to teach himself assembly language. He soldered together twenty-five logic circuits to create a handheld device that could play Moo. At the time, Gremlin was in the market of Wall games, which were electromechanical arcade games with dynamic elements like lights and moving parts. Gremlin already had staff knowledgeable about microprocessors, having released microprocessor-based games like 'Fonz' (1976) before Blockade. When meeting at Gremlin's office, the staff met Hauck which led to him developing a Wall game for them that used microprocessors.
Hauck felt that it would be fun to explore a physics problem he referred to as the Drunk and the Lamppost. To test out the problem visually, Hauck wrote a program in which the computer randomly picked either an up, down, left, or right direction to move an arrow.
Reader's Guide
Blockade is historically significant as the progenitor of the snake video game genre, which features hundreds of games including multiple arcade clones, the Atari Video Computer System's Surround (1977), the 1982 single-player home computer game Snake Byte, and Snake (1998) for Nokia's mobile phones. The game was shown at the 1976 Music Operators of America Expo in Chicago, where Gremlin received 3000 orders. However, as Gremlin were new to developing arcade games, before they could release it publicly, several other companies such as Atari, Inc., Ramtek, and Meadows Games released their own variations, leading to many pre-sales being cancelled. Months later, when Gremlin's Blockade was distributed in November 1976, the market had shrunk, leaving Gremlin with a large inventory. The company had no legal recourse at the period against the clones. After the team from Gremlin returned from Chicago, they began filing patents for Blockade and received faster consideration from the patent office due to the market of clones already released. It took a year and a half to win the patent, which Hauck stated at the time 'no one even remembered Blockade. The net effect is that in the game business, patents are absolutely worthless.' In November 1977, Play Meter ranked Blockade as Gremlin's highest ranked game, tying for 10th place along with Indy 4 by Atari.
Did You Know?
- Blockade was developed by Lane Hauck and Ago Kiss for Gremlin and released in November 1976.
- The game was inspired by a physics problem Hauck called 'the Drunk and the Lamppost'.
- Gremlin received 3000 orders for Blockade at the 1976 MOA Expo in Chicago.
- Blockade is the progenitor of the snake video game genre, which includes Snake (1998) for Nokia mobile phones.
The 1976 Arcade Debut
In the summer of 1976, Lane Hauck and Ago Kiss crafted a competitive arcade experience that would quietly plant the seed for one of gaming's most enduring genres. Published by Gremlin Industries under the title Blockade, the game presented a stark, abstract challenge: two players, each commanding a line with a fixed starting position, viewed from directly above. The head of each line advanced perpetually forward with no option to halt, and the trail behind it stretched longer with every passing moment. Steering was limited to four cardinal directions, and the sole objective was to outlast your opponent by dodging the arena walls and the body of the rival line. There was no snake imagery, no food, no thematic dressing—just pure geometric survival. The concept proved instantly contagious; a clone called Bigfoot Bonkers hit arcades within the same year, confirming that the mechanics resonated far beyond the original cabinet. What began as a two-player duel would, over the following decades, mutate into an entire family of games, but every one of them traces its lineage back to that austere 1976 Gremlin Industries release.
The Clone Wave & Platform Proliferation
Within months of Blockade's 1976 debut, the competitive line-survival formula had already spawned imitators. Atari, Inc. moved quickly in 1977, shipping both an arcade title called Dominos and a home console version named Surround for the Atari VCS. Surround was notable as one of the nine launch titles for the VCS in the United States and was even retailed by Sears under the name Chase. Bally offered a parallel experience on its Astrocade system that same year under the title Checkmate. The concept also crossed into home computing territory: in 1978, Peter Trefonas programmed Worm for the TRS-80, published through CLOAD magazine, and subsequently ported it to the PET and Apple II. Milton Bradley brought an authorized version of the Hustle arcade clone to the TI-99/4A in 1980, while Mattel released Snafu for the Intellivision in 1982. By the early 1990s, the mechanics had become so ubiquitous that Microsoft bundled a QBasic implementation called Nibbles with MS-DOS, and the 1992 Microsoft Entertainment Pack included Rattler Race, which layered enemy snakes onto the familiar apple-eating loop. No single platform escaped the genre's gravitational pull.
1982: The Year the Snake Grew a Personality
The year 1982 marked a decisive turning point for the genre, as the once-abstract competitive format blossomed into a rich tapestry of single-player experiences. Snake Byte, released for Atari 8-bit computers, the Apple II, and the VIC-20, introduced the now-iconic mechanic of a snake consuming apples to complete a level while growing longer with each bite. On the BBC Micro, Dave Bresnen crafted a version where the player steered using left and right arrow keys relative to the snake's heading, with speed increasing as the body lengthened and only a single life available. In arcades, Nibbler pushed the pace by fitting the snake tightly into a maze, demanding faster reflexes than most contemporaries. Perhaps most influentially, the Tron arcade game, based on the film, featured a single-player Light Cycles segment that reinvigorated the concept for a new generation. The light cycle aesthetic became a recurring visual language, with numerous subsequent titles borrowing that neon-trail theme. By the end of 1982, the snake was no longer just a geometric line; it had acquired pacing, thematic identity, and a sense of progression that would define the genre for decades to come.
The Nokia Resurgence & Enduring Cultural Footprint
When Nokia preloaded a version simply called Snake onto the 6110 handset in 1998, the genre experienced a second wind that no arcade cabinet had achieved in two decades. The game's popularity prompted Nokia to release a long series of reiterations—Snake II, Snake EX, Snake EX2, Snake III, Snakes, Snake Xenzia, and Snakes Subsonic—though the title gradually lost steam as graphics and gameplay grew more complex. The concept, however, refused to die. It migrated to Pocket PCs in 2002, to TIM Wap Fast in 2004, and resurfaced as a puzzle inside Nokia's Symbian life simulator Creebies in 2010. Google wove the snake into its ecosystem repeatedly: a hidden game in YouTube's video player in 2010, a browser doodle in 2013, an April Fools' prank in Google Maps in 2019, a dedicated Chrome game that same year, and a Doodle relaunch in January 2025 for the Chinese Year of the Snake. The .io wave of 2016 brought Slither.io and Snake.io into online multiplayer, the latter eventually reaching Apple Arcade, Netflix, and Nintendo Switch. By 2025, the snake had become a universal design shorthand, appearing in Spotify playlists, Nothing phone widgets, and even AI-generated recreations.
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Frequently Asked Questions
What is Blockade (video game)?
Blockade is a two-player arcade game in which each player pilots an arrow that deposits a trail of blocks as it moves. The objective is simply to survive a set number of turns without colliding with the playfield walls or either player's trail.
Who created Blockade (video game)?
Lane Hauck designed the game after teaching himself to code and approaching the Gremlin team before they entered the arcade market. Ago Kiss is credited as co-creator, and Gremlin published the title in November 1976.
How does gameplay in Blockade (video game) work?
Each player steers an arrow around the screen, and every tile it passes becomes a permanent block in its trail. You lose the moment your arrow hits the outer walls or overlaps either trail, so the playfield shrinks with every turn.
Why is Blockade (video game) important to the snake genre?
Blockade is the direct progenitor of the snake video game genre, establishing the core loop of a growing, unpassable trail that players must navigate. Its simple mechanic spawned a long line of imitators that eventually became the familiar snake games.
What platform and year did Blockade (video game) launch on?
Blockade shipped as an arcade cabinet in November 1976, published by Gremlin as one of their early entries into the arcade market. It was designed as a two-player experience and was not ported to home systems at launch.
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