Snake is a game about space management that people play as a game about chasing pellets. The pellet is bait; the space around it is the prize.
The edge loop
The walls kill you, so players hug the middle — which is exactly wrong. The middle is where your tail accumulates. The edges are where space is predictable: one wall counts as a body you cannot run into.
The working pattern: run loops along the edges and dive into the centre only to eat, returning to the edge immediately after. A snake that lives on the perimeter always has a known escape route; a snake that lives in the middle is negotiating with its own tail every second.
Eat toward your tail, not away from it
When you take a pellet, your tail grows behind you over the next seconds. If the pellet sits behind your head relative to your tail, the growth lands in your path.
Simple version: approach pellets so that after eating, you continue parallel to your tail rather than across it. The two-second mental check before each pellet — where will the new length be? — prevents most mid-game deaths.
Leave yourself an out
Before any turn that tightens your options — diving between your body and a wall, threading a gap in your own coils — ask one question: after this turn, is there a lane I can follow for three seconds?
If the answer is no, do not take the turn yet. Snake deaths are almost never caused by the pellet in front of you; they are caused by entering a pocket with no exit.
Every move should either feed you or buy you space. Moves that do neither are the ones that end runs.
Tempo rises, plan shrinks
The speed climbs with every bite, which means the number of grid squares you can safely plan ahead shrinks. Adjust by thinking in loops instead of routes: instead of plotting a long path to the next pellet, keep a safe circuit available at all times and take detours that return to it.
At high tempo, a snake with a standing escape loop outlives a snake with a clever plan every time.
The endgame trap
Long snake, fast speed, and the pellets keep spawning near your body. The final discipline: stop optimising. Take the pellet only when the return path is trivially safe, and spend most of your time maintaining space. Score keeps ticking while you survive — it does not tick after you crash.