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World desk11 min

How to Make a Nokia 3310 Game for a Game Jam: 2026 Rules and Workflow

Build a playable Nokia 3310 jam game by locking the 84×48 grid, palette, controls and one-channel audio rules before adding polish.
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Make the game at its smallest, strictest target first: an 84×48-pixel playfield, one of the jam’s approved two-color palettes, no more than 12 controls, and audio that uses one channel. Start from a template in an engine you already know, prototype one readable action, and test the complete start-to-finish loop before adding decoration.

This guide follows the Nokia 3310 Jam 8 brief used for the 2026 event. That event ran from August 22, 2026 at 03:00 through August 31, 2026 at 03:00 and is over; the next jam may change its limits, so verify its own rules before submitting.

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Know the 2026 brief before you open an editor

The jam is a design exercise built around a tiny monochrome-style display, not a requirement to deploy to an original handset. The organizer allows any engine that can keep the visible game area at 84×48 pixels and apply one approved palette. A decorative phone frame can surround the game, but it cannot enlarge the playable area.

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Area 2026 requirement What it means while building
Game area 84×48 pixels Render gameplay and interface inside this rectangle. Landscape or portrait presentation is allowed.
Scaling Recommended for playability Enlarge the fixed grid for the player; keep the internal coordinates at 84×48.
Palette One complete two-color palette Choose Original, Phosphor or Gray and check every sprite, font, particle and background against it.
Sound One audio channel; one sound at a time An effect interrupts music rather than layering over it.
Controls Maximum of 12 controls Count every distinct input you expose. Keyboard input is the normal path.
Mouse Only for a simulated on-screen keypad Do not use a mouse as a general pointer, aiming device or menu shortcut.
Engine Any engine that meets the display and palette rules Use the tool you can iterate in quickly instead of learning a new technology during the jam.

The 2026 jam page showed 51 entries and 813 ratings when recorded. Those are page counters for that event, not a general statistic about game jams, and they can change when a page is updated.

#1 Best Overall
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  • Bluetooth Music Player: The smallest phone can be used as a Bluetooth music player, providing clear sound, and can also be used as a Bluetooth headset for calls.
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Choose a mechanic that survives 84×48 pixels

At this resolution, a complicated ruleset becomes unreadable before it becomes interesting. Begin with one action and one clear objective. Examples include steering a two-pixel ship through gates, catching objects in a one-screen arena, switching between two lanes to avoid hazards, or placing a limited number of blocks to complete a pattern. These are design directions, not prescribed genres; the jam does not require a particular type of game.

Make the important objects visually distinct

Reserve shapes and positions for the information the player must read immediately. A player character, one class of hazard, the goal and the current score should not share the same silhouette. At 84×48, a one-pixel outline can disappear during motion, so use differences in filled area, spacing and movement as well as color.

  • Keep the active playfield separate from score, lives or instructions. If the interface consumes too much of the 48-pixel height, move it to a title or pause state.
  • Use short, repeatable animations. A two- or three-frame hit flash is easier to read than a detailed effect.
  • Make failure reversible. A single button should restart a run, and the player should understand why the previous run ended.

Prototype the loop before content

Build a greybox with one player shape, one challenge and one success or failure condition. The first playable version should answer four questions without explanation: What can I control? What am I trying to reach or avoid? When did my action work? What happens when the run ends?

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Do not spend the first hours drawing a phone shell or a large title screen. If the mechanic is not legible with plain rectangles on the base grid, decoration will not rescue it.

Use a familiar engine and an organizer template

The official resource page lists starter projects for DragonRuby, DOME, Ebitengine, GameMaker, Godot 3, Godot 4, Octo and Love2D. The jam does not require one of these tools; they are shortcuts for setting up a small viewport, input and rendering. Pick the template for the engine you already understand, then replace its sample scene with your prototype.

Template option Best use First checks
DragonRuby Fast Ruby-based iteration Confirm the template’s draw coordinates and scaling behavior.
DOME A lightweight 2D workflow Verify the project can present an 84×48 canvas without filtering.
Ebitengine Code-driven 2D projects Set a fixed logical size and map window input to logical pixels.
GameMaker Visual editor and rapid room prototyping Lock the camera or room view before placing art.
Godot 3 or Godot 4 Scene-based projects with broad export options Set the project’s base viewport and texture filtering before importing sprites.
Octo Very small, fantasy-console-style projects Check how its native display maps to the jam’s 84×48 requirement.
Love2D Minimal Lua projects Render to a low-resolution canvas, then scale that canvas to the window.

The template shortens setup; it does not exempt the finished game from the rules. Test the exported build, not only the editor preview, because a window or browser wrapper can introduce filtering or a viewport larger than the intended game area.

Lock the 84×48 viewport before making art

  1. Create a logical canvas. Set the internal render target to exactly 84 pixels wide by 48 pixels high. If you prefer portrait presentation, rotate or arrange that content while preserving the same pixel count and visible game rectangle.
  2. Render everything through that canvas. Draw gameplay, text and effects to the logical target first. Scale the completed target to the display window rather than allowing each sprite to choose its own size.
  3. Use integer enlargement where practical. A 4× window produces 336×192 pixels; a 6× window produces 504×288. Integer scaling keeps each source pixel the same size. If the window cannot fit an integer multiple, letterbox it instead of stretching the game unevenly.
  4. Disable smoothing. Select nearest-neighbor or the engine’s equivalent for the game canvas and textures. A smoothed filter can blend the two palette colors and create shades that are not in the brief.
  5. Keep a frame outside the canvas. A decorative Nokia-style bezel is allowed, but it must surround the 84×48 content rather than crop it or provide additional playable pixels.

Design at the base size even if you temporarily zoom the editor. A one-pixel move at the logical resolution should be an intentional game decision, not an accidental subpixel calculation. Store positions as integer coordinates and round camera or particle positions before drawing.

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Select one approved palette and enforce it

The 2026 brief names three two-color choices. Select one for the game’s normal presentation; do not mix colors from different choices in gameplay.

Palette Color 1 Color 2 Practical character
Original #c7f0d8 #43523d A pale green display against a dark green tone.
Phosphor #9bc700 #2b3f09 A stronger yellow-green phosphor look with a deep green background.
Gray #879188 #1a1914 A neutral gray display against near-black.

Convert assets instead of recoloring at the end

Import or draw art as masks, then assign the two palette values in one place. This prevents an artist’s antialiasing, a particle shader or a font texture from introducing a third visible tone. Check UI text, transition screens and restart prompts as well as the playfield.

Rank #2
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  • Camera: Capture photos and videos with the 2MP rear camera and LED flash.
  • Connectivity: Stay connected with Bluetooth 2.1, Micro USB, and WiFi capabilities.

The host FAQ allows palette swapping when it is exposed as an option or setting. That is different from combining all three palettes in one gameplay scene. If you offer a palette selector, switch the complete presentation together and document the option in the settings or title screen.

Map controls under the 12-input ceiling

Count controls before adding features. A direction, action, pause, restart and menu selection can quickly become more than the player needs. For a one-action game, a compact map might be:

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Function Primary key Alternative Design note
Move or steer Arrow keys WASD Offer both layouts when the game normally expects a numpad.
Main action Space Z or Enter Use one clearly labeled action rather than several context-sensitive keys.
Pause Escape or P None Pause should not count as a hidden second gameplay action.
Restart after a run R or the main action Enter Make the game-over screen explain the key.

That table is an example, not a required layout. The limit applies to your game’s exposed controls, so remove unused bindings from the final build. If a numpad is convenient for your design, still provide arrows or WASD so players without a numpad can play.

Mouse input is permitted only when the player is operating a simulated on-screen keypad. A mouse cursor for aiming, clicking ordinary buttons or selecting units does not fit that exception. If you build a keypad screen, make its keys correspond to the same limited action set and keep the keyboard path available.

Design audio around interruption, not mixing

The jam allows one audio channel and one sound at a time. When an effect plays while music is running, the effect should interrupt the music instead of playing over it. Treat audio as a small state machine:

if new_effect_requested:
    stop_current_sound()
    play(new_effect)
elif music_is_not_playing:
    play(music_loop)

Keep loops short and quiet enough that losing them for a hit, jump or confirmation still feels intentional. A game can use silence, but the scoring guidance considers whether audio is present and whether the finished game feels coherent, so a few purposeful sounds are more useful than a large soundtrack that violates the channel rule.

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The organizer’s resource page lists a Trix pack containing 36 WAV files, Nokia Kontakt Composer material and samples, and a Krasno SoundFont2 file. These resources can speed up prototyping, but the resource-page summary does not establish one universal license for every component. Read the license or usage terms attached to each file before publishing commercially, and retain any required attribution.

Build a complete start-to-finish loop

Title and instructions

Open with a title, the objective and the controls. At the tiny resolution, a single sentence is usually better than a paragraph. Show the primary key in the same screen where the player learns the goal, then let the action start immediately.

Gameplay feedback

Every important action needs a visible response: a one-pixel movement may need a brief trail, a target can invert for a frame, and a successful pickup can trigger a short sound. Keep feedback inside the same two-color palette. Avoid effects that cover the player or hide the hazard that caused a failure.

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Win and game-over states

Define what counts as completion before adding levels. A win state can display a score, time or number of rescued objects; a game-over state should show the cause when possible and provide a restart key. If the game has stages, use a compact transition that returns control quickly rather than a long animation.

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Polish the edges

  • Prevent the player from becoming trapped against an edge unless that is an intentional rule.
  • Reset all timers, random seeds and audio state when a new run begins.
  • Make pause freeze gameplay and sound consistently, or omit pause if it cannot be implemented cleanly.
  • Test a fresh launch, a restart after failure, a restart after victory and a second run with different random outcomes.

The jam scores innovation, quality and completeness. Completeness specifically considers whether audio is present and whether the game feels coherent and finished. A short game with a readable loop, clear ending and deliberate feedback is a stronger submission than a larger project that never explains how to win.

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Authenticity is optional, not a hardware requirement

The game does not need to run on a physical Nokia 3310. The host describes the restrictions as a design space: “Nope! We’re just using the restrictions as a design space.” The phone frame, palette and grid are a creative target, not a demand to reproduce the original handset’s electronics.

Frame rate and display feel

An older “15 fps” recommendation is not a hard requirement. The host FAQ cites information that the PCD8544 display is typically around 67 Hz and says participants who want a more responsive emulation can choose up to that screen rate. This is optional technical flavor; it does not replace the 84×48, palette, audio or control rules.

Pixel shape and filtering

For a closer visual feel, keep motion and scrolling aligned to the pixel grid. The FAQ estimates that the original display’s pixels were not square, approximately 3:4 or 7:9. You can display your game with that aspect treatment as an artistic choice, but keep the logical grid intact.

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Nearest-neighbor interpolation is generally accepted when pixels remain grid-aligned. Bilinear interpolation can blend the two palette colors and should generally be avoided, except when you deliberately mimic LCD ghosting. Procedurally generated graphics are permitted; they still need to resolve to the game’s palette and pixel grid.

Optional: prototype on a monochrome LCD

A real handset is unnecessary, but an external display can be a fun hardware extension. An older Python guide for a Nokia 5110/3310 monochrome LCD describes connecting the display to a Raspberry Pi or BeagleBone using hardware SPI or software SPI. That guide marks its code as discontinued and points readers to a newer monochrome LCD tutorial, so use the current tutorial for wiring and software rather than copying the retired code.

Hardware adds wiring, power and driver problems that do not exist in a normal jam submission. Treat it as a separate prototype target: first make the game playable in the engine, then adapt the 84×48 framebuffer and input layer if you still want a physical display.

Test the exported game with a rules checklist

Display checks

  • Confirm the logical render target is exactly 84×48 pixels in the exported build.
  • Verify both landscape and portrait layouts, if you support both, preserve the complete playfield.
  • Inspect a one-pixel sprite at several window sizes. It should remain crisp and aligned.
  • Check that the decorative frame never hides game pixels or adds an unapproved play area.

Palette checks

  • Sample the background, sprites, text, particles and transitions to ensure only the selected two colors appear.
  • Look for accidental antialiasing, transparent texture edges or engine clear colors outside the palette.
  • If palette swapping is available, verify that it changes the complete presentation rather than mixing palettes.

Input checks

  • Write down every key, button and pointer action and count them; keep the total at 12 or fewer.
  • Play without a numpad using arrows or WASD if those alternatives are offered.
  • Confirm that mouse actions are limited to an on-screen keypad simulation.
  • Test simultaneous key presses and key release behavior so movement does not stick.

Audio checks

  • Trigger an effect during music and verify that the effect interrupts instead of layering.
  • Trigger two effects quickly and confirm that the channel does not create overlapping sounds.
  • Restart, pause and win a run to ensure audio state resets cleanly.

Completeness checks

  • Start from a fresh launch and reach a clear win or game-over state without developer instructions.
  • Confirm that the restart path works after every ending.
  • Remove debug text, unused controls and placeholder art from the final export.
  • Read the current jam page’s submission instructions separately; the 2026 deadline has passed and a future edition may change its upload requirements.

A compact production plan

  1. First session: choose the single action, objective and failure condition. Draw the player and one challenge on the 84×48 canvas.
  2. Second session: lock scaling, nearest-neighbor filtering and one palette. Add collision, scoring and restart behavior.
  3. Third session: add title, instructions, win and game-over states. Map the controls and remove anything beyond the core set.
  4. Fourth session: add a small sound set using interruption rules. Test exported builds at several window sizes.
  5. Final session: tune difficulty, check every rule, verify asset licenses and package the build with clear controls.

This sequence protects the risky decisions—the viewport, palette, controls and audio—from being postponed until the last hour. It also leaves time to improve the part the player actually experiences: a short, understandable and complete game loop.

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