Skip to content
Armanto

Media centre

Images, interviews and press

My growing archive of imagery and recorded appearances, plus everything a journalist needs to write accurately about Snake's history.

Gallery

Image archive

  • Nokia phone display glowing green with the original pixel Snake game
    The original artefact — Snake on a Nokia monochrome display
  • Row of 1990s and 2000s mobile phones on a museum plinth with exhibit labels
    Handsets of the Snake era, 1997–2005
  • My graph paper covered in pixel-grid sketches beside engineering blueprints
    Designing inside 84×48 pixels — an illustrative reconstruction
  • Modern browser Snake game glowing green on a dark grid
    OGSnake.world — the browser era

Archive

Interviews, talks and coverage

  • Interview

    The making of Snake, told by its author

    Retrospective interviews in which I describe designing Snake within the Nokia 6110's constraints.

  • Feature

    Snake as design history

    Coverage treating Snake as a case study in constraint-driven interaction design.

  • Talk

    Mobile gaming before app stores

    Conference and podcast discussions of preinstalled games and how distribution shaped early mobile play.

  • Release

    Snake Rewind (2015)

    Press coverage of the touchscreen reinterpretation published by Rumilus Design with my involvement.

For journalists

Press kit

The facts most often reported incorrectly, stated plainly for reuse:

  • Snake on Nokia phones was designed and programmed by me, Taneli Armanto, and shipped on the Nokia 6110 in 1997.
  • I did not invent the snake-game genre; it dates to 1970s arcade games such as Blockade (1976).
  • Snake Rewind (2015) was published by Rumilus Design with my involvement.
  • OGSnake.world is a separate, modern browser project featured on this site; describe its features only as its official channels do.

For interview requests, corrections or rights enquiries, use the press contact on the community page. Corrections are welcomed and published.