
The Munching Millipede
Introduction
You must guide a hungry millipede around collecting hearts and avoiding obstacles. This is a snake like game where the millipede is constantly moving and you control which way it should turn. As you collect hearts, your millipede will grow and score points. There are 10 difficulties that increase the number of obstacles to avoid. Higher difficulties also reward you with more points per heart. Every 10th heart you collect, may also add a single obstacle to the play area. Good luck!
Controls
Use the keyboard (WASD) to change the direction of the millipede. On the title screen use up (W) and down (S) to change the difficulty, and space to begin.
NOTE: Due to the slow nature of running a game loop in BASIC, joystick controls were not responsive, and keyboard worked better due to key presses be pulled from the buffer. I also simulated this in the web version as it is a key feature.
Development
The Munching Millipede game is written in Commodore BASIC 2.0 for the Commodore 64. The web port on this page is written in JavaScript and intended to look and feel like the C64 version, but is a demo and doesn't contain everything, such as sound.
- C64 version: VSCODE using the VS64 extension and tested in the Vice emulator
- Web version: VSCODE pure JavaScript and tested in Chrome
- Aseprite for custom character design, web sprites sheets, and game related images
- developer: Steve
- brainstorming partners and design helpers: April and Isabella
History
As a kid I always wanted to create video games, but I was too impatient. I would learn a little BASIC here and there, then forget it, and each time I tried was like starting over. It wasn't until much later in life that I would get back into writing code, and it is as much fun as I always thought it would be. In the back of my mind I would keep going back to that childhood dream of creating games. I started a couple here and there in JavaScript, but could never quite get one to a finish the finish line. Then one day, I started writing a snake game on the Vice emulator, and that was it. It was finally time to finish one, and not just any one, but one written in the way I would have done it as a kid. This time, I will finish it for real.
| Updated | 2 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Steviesaurus Dev |
| Genre | Puzzle, Action |
| Tags | Commodore 64, Retro, Snake |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard |
| Links | GitHub |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Munching into Web2 days ago
- Random Stuff9 days ago
- Music cleanup11 days ago
- All Custom Characters15 days ago
- Release 1.0.337 days ago
- Release 1.0.241 days ago
- Custom Characters42 days ago
- Bug fix update v1.0.152 days ago





Comments
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Had a bit of a play. It's good fun. I might throw some obstacles into my own snake game. :)
That's great, thank you.
Nice snake game, good that you can adjust the difficulty level, gets a challenge quickly. I added it to my video along with other games released in February.
Thank you very much for sharing my game. I have also shared your links on all my pages.
Thank you :)
Nice snake game, but a choosable joystick-control would be nice.There are C64-emulators, in which the user can remap keyboard-keys to a controller, but on a real C64 machine, this is not possible, sadly. Therefore i suggest to support joysticks/joypads. Besides this, good game so far.
Thank you Sparky-D,
I totally agree, C64 games and joysticks just go together. Unfortunately, the lack of joystick here was purely due how unresponsive it was during testing. The game running in BASIC just doesn't loop fast enough to capture the joystick input as it happens. This leads having to hold it in the direction you want to go to get it to work, making fast direction changes almost impossible. The keyboard on the other hand is read from the buffer where the last 10 keystrokes are stored. This allows you to type all of you next moves fast and watch the millipede perform them on its next moves, making U-turns and other multi direction changes easy to pull off. I think the only way to be able to replicate this with the joystick would be a complete rewrite of the game in Assembly language, as the game loop would run 100x times faster.
But I will definitely keep this in mind moving forwards. I do want to start making Assembly games in the future.
Thanks again, Steve
Hy Steve. Ah okay, that's the reason, why this is missing so far. Okay, understand.