Snake Video Games Codexery

Snake Rewind

A freemium mobile Snake sequel with time-rewind mechanics.

Snake Rewind

Snake Rewind is a freemium arcade game for mobile devices, launched in May 2015 on iOS, Android, and Windows Phone. It was developed and published by Rumilus Design, who teamed up with Taneli Armanto—the creator of the Snake game that came preloaded on many Nokia phones from 1997 and 1998. Critics gave the game a mix of positive and negative reviews, mainly pointing to its glitchy controls.

In the game, players guide a snake-like line around a bounded field, collecting fruits that appear while avoiding the snake’s own growing body. The snake leaves a trail as it moves, so careful navigation is key. The main twist from the original Snake is the ability to rewind time after dying, which costs fruit—the in-game currency. Power-ups and ten different play areas are also included.

For development, Armanto partnered with Rumilus Design to create the app. He stated in a press release that the game kept the “iconic elements and intuitive gameplay” of the original Snake while adding special effects, sounds, and “innovative new features.” Before release, the price wasn’t announced, but based on available info, people guessed it would be free-to-play with microtransactions. That turned out to be correct—the game launched with an in‑app shop called the “Fruit Store.”

Reviews were mixed, largely due to the “broken” control scheme. Jennifer Allen of 148Apps criticized it, noting that neither swipes nor taps worked well, sometimes causing failures beyond the player’s control. Many reviewers called the game “nostalgic” for keeping the original mechanics. Jay Asimhabr of WMPoweruser gave it an 8/10, citing poor controls but praising its nostalgic feel. Jordan Devore of Destructoid argued that the original Snake didn’t need a modern sequel.

developer
Rumilus Design
publisher
Rumilus Design
release_date
May 2015
platforms
iOS, Android, Windows Phone
genre
Freemium mobile arcade video game
notable_collaborator
Taneli Armanto (creator of original Nokia Snake)

Quick Facts

Title
Snake Rewind
Developer
Rumilus Design
Programmer
Taneli Armanto
Platforms
iOS, Android, Windows Phone
Released
14 May 2015
Genre
Snake
Modes
Single player

Facts from the source article.

Lore & Background

Snake Rewind was developed by Rumilus Design in partnership with Taneli Armanto, the creator of the Snake game that came preloaded on many Nokia phones from 1997 and 1998. Armanto stated in a press release that the game combined the 'iconic elements and intuitive gameplay from the original snake game' with special effects, sounds, and 'innovative new features.' The game was released in May 2015 for iOS, Android, and Windows Phone.

Gameplay involves controlling a snake-like dot to collect fruits while avoiding walls and the snake's own trail. The key new feature is the ability to rewind time after dying, which costs fruit—the in-game currency. The game includes power-ups and ten different areas. Microtransactions are available through an in-game shop called the 'Fruit Store,' confirming pre-release speculation that it would be a free-to-play game with microtransactions.

Reception was mixed. Critics praised the nostalgic feel but criticized the control scheme as 'broken.' Jennifer Allen of 148Apps noted that neither swipe nor tap controls entirely succeeded, sometimes causing failures not the player's fault. Jay Asimhabr of WMPoweruser gave the game an 8/10 despite poor controls, citing its nostalgic value. Jordan Devore of Destructoid argued the original Snake did not need a modern-day sequel.

Reader's Guide

Snake Rewind holds significance as a modernized revival of one of the most iconic mobile games in history, the Nokia Snake from 1997–1998. By partnering with original creator Taneli Armanto, Rumilus Design aimed to capture nostalgia while introducing new mechanics like time-rewind and power-ups. The game's freemium model with microtransactions via the 'Fruit Store' reflected the dominant mobile gaming trend of the mid-2010s. Its legacy is tempered by critical consensus that the control scheme was glitchy, undermining the gameplay experience. Nonetheless, it demonstrated how classic game concepts could be adapted for contemporary platforms and monetization strategies. The mixed reception highlights the challenge of updating a beloved minimalist game without alienating its fanbase or introducing technical flaws.

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