Snake with a train skin. That's the whole pitch, and honestly, it works better than it has any right to. Vlak — Czech for "train" — came out in 1993 from a one-man operation, Miroslav Němeček releasing it under the Golem label, and it's about as no-frills as DOS shareware gets. No cutscenes, no story, no pretense. Just you, a locomotive, and a maze of rails that's about to ruin your afternoon.

The concept lifts directly from the Snake lineage: you control the front of a train moving through a fixed track layout, collecting items scattered across the map — fruit, various odds and ends — and you have to clear everything before reaching the exit. The train grows longer with each pickup. The exit only matters once the map is clean. Simple enough for the first thirty seconds, and then your own tail starts closing off routes you were counting on.
The gameplay is pure spatial logic under pressure. You're not just grabbing items in whatever order feels right — you're planning a path that won't corner you two minutes from now. The train doesn't stop. It doesn't wait for you to figure it out. Miss a turn and you're already committed to a direction you didn't want. The grid-based movement means everything is precise, which makes every collision feel like your own fault, because it is. That's the loop: plan, execute, watch it unravel, try again with slightly more humility.

What Vlak understood — and what kept Czech kids glued to it longer than a lot of flashier titles of the same era — is that the Snake formula gets genuinely hard when the playing field is fixed and the collectibles are placed deliberately rather than at random. A mobile Snake map is open space. Vlak puts you in corridors. The difference is roughly the same as parallel parking versus driving on a highway. The difficulty curve is steep but honest, and later levels require the kind of route planning that starts to feel closer to a puzzle game than an arcade reflex test.

It hasn't aged in any technical sense worth discussing — the graphics are minimal, the sound is minimal, the whole thing runs in a window you could mistake for a command prompt error. But the core mechanic hasn't aged badly either, because there's nothing decorative to rot. If you can tolerate the look of a 1993 Czech DOS game, which is admittedly an acquired taste, the puzzle logic underneath is still sharp. Today it runs in the browser without any setup, which means you can spend fifteen minutes on it during a lunch break and come away either satisfied or quietly furious. Both outcomes are valid.