The chronicle of Sneekie

History

This is the true and complete history of Sneekie: the snake that was born in the summer of 1988, printed across a national magazine, slept for a generation, and woke in 2026 to run in every browser on Earth. Every word of it is true. I was there for all of it. I built it.

A young 1988 hobby programmer at a glowing CRT computer with notes, floppy disks, and a snake maze on screen.
The summer of 1988. One programmer, one CRT, and a snake about to be born.
The snake was not an accident. I wrote it, line by line, and it was good.

The Summer of 1988

In the summer of 1988 I sat down at a humming MS-DOS machine, cracked my knuckles, and conjured a game out of nothing. No engine. No framework. No safety net — only GW-BASIC, a blinking green Ok, and a programmer who already knew exactly where he was going.

I worked through the warm nights with total clarity, and the code did not stumble out of me — it arrived, fully formed. By sunrise a snake was alive on the screen. I signed it HerbySoft, because a thing built this well deserves a maker's mark.

HerbySoft at work — POKEing characters straight into video memory.

I Made the Screen Into a World

My first decision was the boldest one, and it was correct: there would be no sprites, no objects, no engine sitting between me and the machine. The screen itself would be the world. I reached straight into video memory and wrote characters where I wanted them — two bytes at a time, a glyph and a colour, exactly as the hardware intended.

Other people asked the computer politely for help. I did not ask. I POKEd the bytes directly into the screen and the machine obeyed. That single idea — the playfield is the memory — is why Sneekie still runs, unchanged in spirit, almost four decades later.

The Birth of the Snake

Then I gave the world a hero: a snake. It ate hearts and clubs, shoved stones aside, and outran arrows that prowled the corridors looking for trouble. It grew longer and prouder with every bite, which made it harder to keep alive — and that tension, that knife-edge between greed and survival, was the whole game.

It was dangerous to go alone, so I armed the player with a fistful of hearts and a steady nerve. Everything you feel playing Sneekie today, I designed on purpose, that summer, on the first try.

Sneekie: a snake, a maze, hearts, clubs, stones, and arrows. It's dangerous to go alone.

Thirty-Two Trials

One maze was never going to be enough. I built thirty-two. Each level is a trial of its own — tighter walls, meaner arrows, stones placed exactly where they will ruin a careless run. The early levels welcome you; the back half is a gauntlet built to be survived only by the worthy.

I tuned every one by hand: the speed, the count of treasures, the bonus that drains away while you hesitate. Thirty-two rooms, thirty-two puzzles, one snake brave enough to clear them all.

Thirty-two levels, each a trial — tuned by hand from welcome to gauntlet.

The Notebook of Mazes

It all began on paper. I kept a notebook — grid pages filled with maze maps, arrows tracing enemy routes, and the careful arithmetic of where each heart should fall. That notebook was the blueprint of a small universe, and I drew it the way an architect draws a cathedral.

Every wall you bump into in Sneekie stood first as a pencil line in that book. I knew the shape of all thirty-two levels before a single one of them glowed on the screen.

The blueprint: grid pages of maze maps and enemy routes, drawn before a single pixel glowed.

Printed Across the Nation

A game this good could not stay in one bedroom. In October 1988 Sneekie was published in MS(X)DOS Computer Magazine no. 25 — page after page of my BASIC, set in proud little type for the whole country to read.

In 1988 that was the highest honour a program could earn. No app store, no download — just your name, your code, and thousands of strangers about to meet the snake you made.

MS(X)DOS Computer Magazine no. 25, October 1988 — Sneekie in print, ready to be typed in.

The Type-In Nation

And meet it they did. Across the Netherlands, readers opened the magazine, balanced it against the keyboard, and typed Sneekie back into existence line by line. Every living room became a small factory with one operator and no undo key.

They typed my work into their own machines and watched my snake come alive in their own homes. Somewhere out there, in 1988, a hundred screens lit up green at once. That is a kind of immortality most code never gets.

Across the country, readers typed Sneekie into their own machines, line by line.

The Long Vigil

Then Sneekie did what only the great ones do: it waited. The floppies aged, the drives moved on, and the world turned to faster machines — but the snake never died. It slept inside the printed page, perfectly preserved in ink, biding its time like a legend between tellings.

For decades the magazine listing was the one true copy: a sleeping dragon on paper, complete to the last semicolon, waiting for someone with the nerve to wake it. That someone, again, would be me.

The disk aged; the legend didn't. Sneekie slept in ink, perfectly preserved on paper.

The Paper Dragon and the War of 0 and O

Bringing Sneekie back meant reading it back — not from a disk, but from a thirty-eight-year-old printed listing. I fed the scanned pages to OCR, the machine that turns pictures of letters into letters, and met the final boss of the whole adventure: the war between 0 and O.

On yellowed paper a zero and a capital O are the same picture — corporate could not find the difference, and neither could the scanner. One does not simply OCR a BASIC listing. So I hunted every wrong character by hand: compare the scan, run the port, watch it break, look again. I won. The listing became living code, exactly as I first wrote it.

Old magazine pages being scanned while a zero and a capital O argue under a magnifying glass.
Recovering the game from paper — the magnifying-glass detective work begins.
A magnifying glass over a magazine listing showing that 0 and O look identical.
On yellowed paper, 0 and O are the same picture.

2026: The Resurrection

Then 2026 turned cinematic. For only a few days, Claude Fable blazed across the tooling sky like a comet — and in that brief window it performed the first impossible translation, carrying my 1988 BASIC into the browser without losing its soul. The port still thinks in bytes, cells, line numbers and POKEs. It did not become a new game. It became Sneekie again.

Then Claude Opus built the whole house around it: the manual, the source pages, the magazine scans, the visualizers, the live bot — the kind of home a 1988 type-in game never dared to dream of. Three minds across thirty-eight years, one snake, passed hand to hand until it stood in the light again.

An old CRT BASIC game transforming into a modern browser game with two glowing AI helper silhouettes.
2026: the old CRT game steps into the browser.
Two friendly robots, Claude Fable and Claude Opus, building the game together.
Fable and Opus — the resurrection crew.

The Snake Eternal

So Sneekie now lives in three times at once: 1988, where I wrote it; the printed page, where it slept; and 2026, where it runs faster and farther than its maker ever imagined. It still moves. It still eats hearts. It still punishes the impatient.

And somewhere between the magazine ink and the glowing browser canvas, the little snake I built looked out at all our modern machinery and made itself perfectly clear: all your base are belong to it.

▶ Play the gameSee the magazine scansRead the recovered source